﻿<?xml version="1.0" encoding="utf-8"?>
<StringTables xmlns="http://master-of-omega/StringTable.xsd">
  <Unicode Tok="gcudarmr">Armored Divisions designed to control large areas with a minimum of personnel. Armored units are approximately ten times stronger than an Infantry unit.</Unicode>
  <Unicode Tok="gcudbatl">These guys kick butt and take prisoners. They are the elite. Use them well. They are roughly fourteen times the effectiveness of a single Infantry Unit.</Unicode>
  <Unicode Tok="gcudcmdo">These behind the scenes soldiers increase the effectiveness of other forces in the area by supplying information, target painting and other services. An Army with commandos can be up to 50% more effective in the field.</Unicode>
  <Unicode Tok="gcudcmct">A unified Command Center directs the war effort and prevents miscommunication. They largely eliminate the bonuses given to enemies by Commandos, Hackers or PsyOps./p</Unicode>
  <Unicode Tok="gcudhack">Have computer will hack. These guys use state of the art computers and communication devices to disrupt the flow of information in the enemy hierarchy. Be glad they are on your team. An army that utilizes Hackers can be up to 30% more effective in the field than otherwise.</Unicode>
  <Unicode Tok="gcudinfn">Show very high initiative and move when told and best of all they will run for cover but only as a last resort. These are the baseline troops for ground warfare, they are cheap and efficient police troops, though of lesser value for assaults.</Unicode>
  <Unicode Tok="gcudmgzn">Allows isolated troops to fight at full effectiveness. Prevents the penalties that accrue when fighting on a planet that is blockaded.</Unicode>
  <Unicode Tok="gcudmili">A good first line of defense, but many will die in the process. Militia units are created automatically in some circumstances to provide additional defense for a planet. They are poor troops though, roughly 1/3 as strong as an Infantry unit.</Unicode>
  <Unicode Tok="gcudmobl">APC's, Fast Tracks and other armored personnel carriers get the troops to the battles quickly and efficiently. These units are about six times as effective in the field as an Infantry unit.</Unicode>
  <Unicode Tok="gcudpart">Motivated, accurate these guys are you personal hit squad. They get the job done then get the hell out.</Unicode>
  <Unicode Tok="gcudpsyo">Using Psychological Warfare to break the morale of enemy troops in the job of these specialists. An army that utilizes these units can be up to 30% more effective. /p</Unicode>
  <Unicode Tok="gcudspcm">Can move easily and have strong initiative. You will get a well-rounded performance from these soldiers. Each unit of Marines is approximately equivalent to three units of Infantry.</Unicode>
  <Unicode Tok="gcutarmr">Ground Armor</Unicode>
  <Unicode Tok="gcutbatl">Battleoids</Unicode>
  <Unicode Tok="gcutcmdo">Commandos</Unicode>
  <Unicode Tok="gcuthack">Hackers</Unicode>
  <Unicode Tok="gcutcmct">Command Center</Unicode>
  <Unicode Tok="gcutinfn">Infantry</Unicode>
  <Unicode Tok="gcutmgzn">Magazine</Unicode>
  <Unicode Tok="gcutmili">Militia</Unicode>
  <Unicode Tok="gcutmobl">Mobile</Unicode>
  <Unicode Tok="gcutpart">Partisan</Unicode>
  <Unicode Tok="gcutpsyo">PsyOps</Unicode>
  <Unicode Tok="gcutspcm">Space Marines</Unicode>
  <Unicode Tok="gcwpabls">Chemical Blaster</Unicode>
  <Unicode Tok="gcwpassr">Assault Rifle</Unicode>
  <Unicode Tok="gcwpblsr">Blaster Rifle</Unicode>
  <Unicode Tok="gcwpfsna">Fusion Accelerator</Unicode>
  <Unicode Tok="gcwpfsng">Fusion Gun</Unicode>
  <Unicode Tok="gcwpfucl">Fusion Core Launcher</Unicode>
  <Unicode Tok="gcwpgsar">Gauss Automatic Rifle</Unicode>
  <Unicode Tok="gcwpgssr">Gauss Rifle</Unicode>
  <Unicode Tok="gcwpgtls">Gatling Laser</Unicode>
  <Unicode Tok="gcwphndb">Hand Blaster</Unicode>
  <Unicode Tok="gcwplsar">Laser Assault Rifle</Unicode>
  <Unicode Tok="gcwplsrr">Laser Rifle</Unicode>
  <Unicode Tok="gcwpmlfr">Multi Fusion Rifle</Unicode>
  <Unicode Tok="gcwpmltb">Multi Blaster</Unicode>
  <Unicode Tok="gcwpmspr">Multi-Sync Phaser Rifle</Unicode>
  <Unicode Tok="gcwpndlg">Needle Gun</Unicode>
  <Unicode Tok="gcwpphar">Phaser Assault Rifle</Unicode>
  <Unicode Tok="gcwpphsr">Phaser Rifle</Unicode>
  <Unicode Tok="gcwpplse">Plasma Enveloper</Unicode>
  <Unicode Tok="gcwpplsg">Plasma Gun</Unicode>
  <Unicode Tok="gcwpplsl">Pulse Laser</Unicode>
  <Unicode Tok="gcwpplsp">Plasma Projector</Unicode>
  <Unicode Tok="gcwpplsr">Plasma Pod</Unicode>
  <Unicode Tok="gcwptspr">Tri-Sequence Phaser Rifle</Unicode>
  <Unicode Tok="gdwpabls">
    High powered beam weapon that can inflict damage. A good solid choice. /p/p

    Initative: +7 /p
    Bonus Number of Attacks: +2 /p
    Strength Versus Armor: +8 /p
    To-Hit Bonus: +67
  </Unicode>
  <Unicode Tok="gdwpassr">
    Has good initiative but lacks any other strengths. /p/p
    Initative: +10 /p
    To-Hit Bonus: +3
  </Unicode>
  <Unicode Tok="gdwpblsr">
    A good weapon. Nothing extraordinary but it can get the job done. /p/p

    Initative: +5 /p
    Bonus Number of Attacks: +2 /p
    Strength Versus Armor: +7 /p
    To-Hit Bonus: +50
  </Unicode>
  <Unicode Tok="gdwpfsna">
    High attack strength but low accuracy. If you're a good shot this is your baby. /p/p

    Initative: +3 /p
    Bonus Number of Attacks: +1 /p
    Strength Versus Armor: +9 /p
    To-Hit Bonus: +45
  </Unicode>
  <Unicode Tok="gdwpfsng">
    High intensity beam weapon that really leaves it mark but is not very accurate, so be careful. /p/p

    Initative: +2 /p
    Strength Versus Armor: +8 /p
    To-Hit Bonus: +27
  </Unicode>
  <Unicode Tok="gdwpfucl">
    One of the most powerful weapons at your disposal. /p/p

    Initative: +8 /p
    Bonus Number of Attacks: +2 /p
    Strength Versus Armor: +11 /p
    To-Hit Bonus: +90
  </Unicode>
  <Unicode Tok="gdwpgsar">
    The highest level of initiative with better than average accuracy. Not a bad choice, not bad at all. /p/p

    Initative: +16 /p
    Strength Versus Armor: +3 /p
    To-Hit Bonus: +54
  </Unicode>
  <Unicode Tok="gdwpgssr">
    Good hand held weapon with a very high initiative and average accuracy. /p/p

    Initative: +13 /p
    Strength Versus Armor: +2 /p
    To-Hit Bonus: +34
  </Unicode>
  <Unicode Tok="gdwpgtls">
    An advanced laser with a rapid-fire capability that has a high initiative and excellent accuracy but not a whole lot of power. /p/p

    Initative: +12 /p
    Bonus Number of Attacks: +2 /p
    Strength Versus Armor: +4 /p
    To-Hit Bonus: +55
  </Unicode>
  <Unicode Tok="gdwphndb">
    A hand held energy weapon with moderate accuracy and minimal strength. /p/p

    Initative: +4 /p
    Bonus Number of Attacks: +1 /p
    Strength Versus Armor: +6 /p
    To-Hit Bonus: +36
  </Unicode>
  <Unicode Tok="gdwplsar">
    Reliable accuracy but has low strength and initiative. /p/p

    Initative: +9 /p
    Bonus Number of Attacks: +2 /p
    Strength Versus Armor: +3 /p
    To-Hit Bonus: +38
  </Unicode>
  <Unicode Tok="gdwplsrr">
    A direct fire beam weapon with minimal strength and average initiative. /p/p

    Initative: +8 /p
    Bonus Number of Attacks: +1 /p
    Strength Versus Armor: +2 /p
    To-Hit Bonus: +24
  </Unicode>
  <Unicode Tok="gdwpmlfr">
    One of the highest-powered weapons at your disposal, it has average accuracy. Don't go to battle without it. /p/p

    Initative: +5 /p
    Bonus Number of Attacks: +3 /p
    Strength Versus Armor: +10 /p
    To-Hit Bonus: +66
  </Unicode>
  <Unicode Tok="gdwpmltb">
    Good initiative, high accuracy and excellent strength. This one is a keeper. /p/p

    Initative: +10 /p
    Bonus Number of Attacks: +3 /p
    Strength Versus Armor: +9 /p
    To-Hit Bonus: +87
  </Unicode>
  <Unicode Tok="gdwpmspr">
    An effective weapon, not the best but far from the worst. /p/p

    Initative: +9 /p
    Bonus Number of Attacks: +2 /p
    Strength Versus Armor: +6 /p
    To-Hit Bonus: +60
  </Unicode>
  <Unicode Tok="gdwpndlg">
    High initiative with pitiful accuracy. Good in a pinch but make sure you've got a good escape route. /p/p

    Initative: +11 /p
    Strength Versus Armor: +1 /p
    To-Hit Bonus: +17
  </Unicode>
  <Unicode Tok="gdwpphar">
    A solid weapon, not a big stand out but a well-rounded choice. /p/p

    Initative: +7 /p
    Bonus Number of Attacks: +2 /p
    Strength Versus Armor: +5 /p
    To-Hit Bonus: +41
  </Unicode>
  <Unicode Tok="gdwpphsr">
    Adequate when it comes to initiative and accuracy, but when it comes to strength it is sub-par. /p/p

    Initative: +6 /p
    Bonus Number of Attacks: +1 /p
    Strength Versus Armor: +4 /p
    To-Hit Bonus: +25
  </Unicode>
  <Unicode Tok="gdwpplse">
    A multiple fire weapon with above average strength. /p/p

    Initative: +1 /p
    Bonus Number of Attacks: +4 /p
    Strength Versus Armor: +11 /p
    To-Hit Bonus: +49
  </Unicode>
  <Unicode Tok="gdwpplsg">
    Most devastating of all the hand held multiple-fire weapons, the Plasma Gun really packs a wallop. /p/p

    Initative: +3 /p
    Bonus Number of Attacks: +4 /p
    Strength Versus Armor: +12 /p
    To-Hit Bonus: +68
  </Unicode>
  <Unicode Tok="gdwpplsl">
    An advanced phaser capable of firing multiple bursts with superb accuracy and very high initiative. /p/p

    Initative: +14 /p
    Bonus Number of Attacks: +2 /p
    Strength Versus Armor: +5 /p
    To-Hit Bonus: +75
  </Unicode>
  <Unicode Tok="gdwpplsp">
    Fires intense bolts of energy, inflicting considerable damage with excellent accuracy. /p/p

    Bonus Number of Attacks: +4 /p
    Strength Versus Armor: +10 /p
    To-Hit Bonus: +33
  </Unicode>
  <Unicode Tok="gdwpplsr">
    This rapid-fire weapon provides the most bang per blast. /p/p

    Initative: +6 /p
    Bonus Number of Attacks: +4 /p
    Strength Versus Armor: +13 /p
    To-Hit Bonus: +90
  </Unicode>
  <Unicode Tok="gdwptspr">
    No other weapon can hold a candle to the Tri-Sequence Phaser Rifle. When the enemy sees you coming with this all they can hope for is that they can run faster than you can. /p/p

    Initative: +12 /p
    Bonus Number of Attacks: +3 /p
    Strength Versus Armor: +7 /p
    To-Hit Bonus: +82
  </Unicode>
  <Unicode Tok="taacadem">Academies</Unicode>
  <Unicode Tok="taadvdmg">Advanced Damage Controls</Unicode>
  <Unicode Tok="taadvply">Advanced Polymerization</Unicode>
  <Unicode Tok="taadvrlb">Advanced Research Labs</Unicode>
  <Unicode Tok="taafdisr">Autofire Disrupter Cannon</Unicode>
  <Unicode Tok="taafflsr">Autofire Fighter Laser</Unicode>
  <Unicode Tok="taafgaus">Autofire Gauss Cannon</Unicode>
  <Unicode Tok="taafionp">Autofire Ion Pulse Cannon</Unicode>
  <Unicode Tok="taaflser">Autofire Laser</Unicode>
  <Unicode Tok="taafmass">Autofire Mass Driver</Unicode>
  <Unicode Tok="taafphas">Autofire Phaser Beam</Unicode>
  <Unicode Tok="taantflo">Point Defense Fighter Base</Unicode>
  <Unicode Tok="taantiag">Antiagathics</Unicode>
  <Unicode Tok="taantims">Point Defense Chassis</Unicode>
  <Unicode Tok="taantx01">Antaran X: Social Structure</Unicode>
  <Unicode Tok="taantx02">Antaran X: Antaran Outlook</Unicode>
  <Unicode Tok="taantx03">Antaran X: Scientific Approach</Unicode>
  <Unicode Tok="taantx04">Antaran X: Genetics</Unicode>
  <Unicode Tok="taantx05">Antaran Mystery Solved</Unicode>
  <Unicode Tok="taapflsr">Armor Penetrating Fighter Laser</Unicode>
  <Unicode Tok="taapgaus">Armor Penetrating Gauss Cannon</Unicode>
  <Unicode Tok="taaplasr">Armor Penetrating Laser</Unicode>
  <Unicode Tok="taapmass">Armor Penetrating Mass Driver</Unicode>
  <Unicode Tok="taapphas">Armor Penetrating Phaser Beam</Unicode>
  <Unicode Tok="taapwr01">Armor Piercing Nuclear Warhead</Unicode>
  <Unicode Tok="taapwr02">Armor Piercing Anionic Energy Warhead</Unicode>
  <Unicode Tok="taapwr03">Armor Piercing Neutronium Warhead</Unicode>
  <Unicode Tok="taapwr04">Armor Piercing Hercular Warhead</Unicode>
  <Unicode Tok="taapwr05">Armor Piercing Merculite Warhead</Unicode>
  <Unicode Tok="taapwr06">Armor Piercing High Energy X-ray Laser Warhead</Unicode>
  <Unicode Tok="taapwr07">Armor Piercing Scatter Pack Warhead</Unicode>
  <Unicode Tok="taapwr08">Armor Piercing Ionic Pulsar Warhead</Unicode>
  <Unicode Tok="taapwr09">Armor Piercing Energy Pulsar Warhead</Unicode>
  <Unicode Tok="taapwr10">Armor Piercing Omega Warhead</Unicode>
  <Unicode Tok="taarmr01">Zortrium</Unicode>
  <Unicode Tok="taarmr02">Duranium</Unicode>
  <Unicode Tok="taarmr04">Titanium</Unicode>
  <Unicode Tok="taarmr07">Neutronium</Unicode>
  <Unicode Tok="taarmr10">Adamantium</Unicode>
  <Unicode Tok="taartent">Arts &amp; Entertainment Megalopolis</Unicode>
  <Unicode Tok="taasyndk">Asynchronous Docking System</Unicode>
  <Unicode Tok="taatmcnt">Atmospheric Containment</Unicode>
  <Unicode Tok="taatmprc">Atmospheric Processors</Unicode>
  <Unicode Tok="taatmren">Atmospheric Renewers</Unicode>
  <Unicode Tok="taautamd">Automated Assembly Module 	</Unicode>
  <Unicode Tok="taautobi">Automated Biocare</Unicode>
  <Unicode Tok="taautofc">Automated Factories</Unicode>
  <Unicode Tok="taautolb">Auto Lab</Unicode>
  <Unicode Tok="taautomn">Automated Mine</Unicode>
  <Unicode Tok="tabeamb1">Beam Base</Unicode>
  <Unicode Tok="tabfungi">Biomorphic Fungi</Unicode>
  <Unicode Tok="tabiobot">Bioharvesting Robots</Unicode>
  <Unicode Tok="tabiosur">Biosphere Survival Shelters</Unicode>
  <Unicode Tok="tabiohsm">Biosphere Housing Management</Unicode>
  <Unicode Tok="tabiolif">Bio-Engineered Life</Unicode>
  <Unicode Tok="tabiomon">Bioorganic Monitoring Station</Unicode>
  <Unicode Tok="tabioply">Bioengineered Plants</Unicode>
  <Unicode Tok="tabioref">Bio-refineries</Unicode>
  <Unicode Tok="tabioreg">Bioregeneration Enhancers</Unicode>
  <Unicode Tok="tabiorep">Bioreprocessors</Unicode>
  <Unicode Tok="tabiourb">Biospheric Urbanization Module</Unicode>
  <Unicode Tok="tablkfrt">Bulk Freight Module</Unicode>
  <Unicode Tok="tabrduse">Broader Usage</Unicode>
  <Unicode Tok="tabridge">Bridge</Unicode>
  <Unicode Tok="tabsmodl">Basic Systems Module</Unicode>
  <Unicode Tok="tabtlpod">Battlepod</Unicode>
  <Unicode Tok="tabyprep">Byproduct Reprocessing</Unicode>
  <Unicode Tok="tacapitl">Capitols</Unicode>
  <Unicode Tok="tacatdes">Catalyst Design</Unicode>
  <Unicode Tok="taclmcnt">Climate Controllers</Unicode>
  <Unicode Tok="tacloncm">Cloning Complex</Unicode>
  <Unicode Tok="tacnffsn">Continuous Fighter Fusion Cannon</Unicode>
  <Unicode Tok="tacnflsr">Continuous Fighter Laser</Unicode>
  <Unicode Tok="tacnfusn">Continuous Fusion Cannon</Unicode>
  <Unicode Tok="tacngrvb">Continuous Graviton Beam</Unicode>
  <Unicode Tok="tacnlser">Continuous Laser</Unicode>
  <Unicode Tok="tacnntbl">Continuous Neutron Blaster</Unicode>
  <Unicode Tok="tacnphsb">Continuous Phaser Beam</Unicode>
  <Unicode Tok="tacnplas">Continuous Plasma Cannon</Unicode>
  <Unicode Tok="tacntenv">Controlled Environment Farming</Unicode>
  <Unicode Tok="tacolony">Colony Bay</Unicode>
  <Unicode Tok="tacombot">Combat Robot</Unicode>
  <Unicode Tok="tacomdck">Commuter Transport Docks</Unicode>
  <Unicode Tok="tacominf">Communications Infrastructure</Unicode>
  <Unicode Tok="tacommnt">Complete Mantle Mining</Unicode>
  <Unicode Tok="tacompcn">Communiqué Processing Center</Unicode>
  <Unicode Tok="taconred">Concussion Redirection System</Unicode>
  <Unicode Tok="tacorwst">Core Waste Dumps</Unicode>
  <Unicode Tok="tacrewqt">Crew Quarters</Unicode>
  <Unicode Tok="tacrsdis">Cross-discipline Methodologies</Unicode>
  <Unicode Tok="taculdis">Cultural Districting Offices</Unicode>
  <Unicode Tok="tadbstnd">Database Standardization</Unicode>
  <Unicode Tok="tadecomp">Decomposition Centers</Unicode>
  <Unicode Tok="tadeepcr">Deep Core Mining</Unicode>
  <Unicode Tok="tadeepex">Deep Extraction Mining</Unicode>
  <Unicode Tok="tadethry">Death Ray</Unicode>
  <Unicode Tok="tadispfd">Displacement Device</Unicode>
  <Unicode Tok="tadisrcn">Disrupter Cannon</Unicode>
  <Unicode Tok="tadmpfld">Damper Field</Unicode>
  <Unicode Tok="tadrmind">Dream Inducers</Unicode>
  <Unicode Tok="tadynovc">Dyno Mutant Victuals</Unicode>
  <Unicode Tok="taeccm1">ECCM I</Unicode>
  <Unicode Tok="taeccm2">ECCM II</Unicode>
  <Unicode Tok="taeccm3">ECCM III</Unicode>
  <Unicode Tok="taeccm4">ECCM IV</Unicode>
  <Unicode Tok="taeccm5">ECCM V</Unicode>
  <Unicode Tok="taecm1">ECM I</Unicode>
  <Unicode Tok="taecm2">ECM II</Unicode>
  <Unicode Tok="taecm3">ECM III</Unicode>
  <Unicode Tok="taecm4">ECM IV</Unicode>
  <Unicode Tok="taecm5">ECM V</Unicode>
  <Unicode Tok="tacloak1">Cloaking Device</Unicode>
  <Unicode Tok="tacloak2">Phased Cloaking Device</Unicode>
  <Unicode Tok="tacloak3">Reactive Cloaking Device</Unicode>
  <Unicode Tok="tacloak4">Ghost Device</Unicode>
  <Unicode Tok="taecnbot">Economic Robot</Unicode>
  <Unicode Tok="taecocon">Ecosystem Controller</Unicode>
  <Unicode Tok="taenffsn">Enveloping Fighter Fusion Cannon</Unicode>
  <Unicode Tok="taenfusn">Enveloping Fusion Cannon</Unicode>
  <Unicode Tok="taenrgrc">Energy Reclamation</Unicode>
  <Unicode Tok="taexprep">Experiment Replicators</Unicode>
  <Unicode Tok="taextass">Extractor Assemblies</Unicode>
  <Unicode Tok="tafcng15">All15 Facings</Unicode>
  <Unicode Tok="tafcrstm">Full Crust Mining</Unicode>
  <Unicode Tok="taffld01">Class I Shield</Unicode>
  <Unicode Tok="taffld02">Class II Shield</Unicode>
  <Unicode Tok="taffld03">Class III Shield</Unicode>
  <Unicode Tok="taffld04">Class IV Shield</Unicode>
  <Unicode Tok="taffld05">Class V Shield</Unicode>
  <Unicode Tok="taffld06">Class VI Shield</Unicode>
  <Unicode Tok="taffld07">Class VII Shield</Unicode>
  <Unicode Tok="taffld08">Class VIII Shield</Unicode>
  <Unicode Tok="taffld09">Class IX Shield</Unicode>
  <Unicode Tok="taffld10">Class X Shield</Unicode>
  <Unicode Tok="taflstrf">False Traffic Array</Unicode>
  <Unicode Tok="tafshd01">Fighter Shield Generator</Unicode>
  <Unicode Tok="taftrarm">Fighter Armor</Unicode>
  <Unicode Tok="taftrdsr">Fighter Disrupter</Unicode>
  <Unicode Tok="taftrdth">Fighter Death Ray</Unicode>
  <Unicode Tok="taftrdwp">Fighter Dual Phaser Pod</Unicode>
  <Unicode Tok="taftrfsn">Fighter Fusion Cannon</Unicode>
  <Unicode Tok="taftrgas">Fighter Gauss Cannon</Unicode>
  <Unicode Tok="taftrgrv">Fighter Graviton Beam</Unicode>
  <Unicode Tok="taftrion">Fighter Ion Cannon</Unicode>
  <Unicode Tok="taftrlsr">Fighter Laser Cannon</Unicode>
  <Unicode Tok="taftrmas">Fighter Mass Driver</Unicode>
  <Unicode Tok="taftrntr">Fighter Neutron Cannon</Unicode>
  <Unicode Tok="taftrphs">Fighter Phaser Beam</Unicode>
  <Unicode Tok="taftrpls">Fighter Plasma Cannon</Unicode>
  <Unicode Tok="taftrptc">Fighter Particle Cannon</Unicode>
  <Unicode Tok="tafuscan">Fusion Cannon</Unicode>
  <Unicode Tok="tagalnet">Galactic Cybernet</Unicode>
  <Unicode Tok="tagaussc">Gauss Cannon</Unicode>
  <Unicode Tok="tageneng">Genetic Engineering</Unicode>
  <Unicode Tok="tageohrm">Geo Harmonic Principle</Unicode>
  <Unicode Tok="tageores">Geo Resonance Paradigm</Unicode>
  <Unicode Tok="tagovbot">Government Robots</Unicode>
  <Unicode Tok="tagravbm">Graviton Beam</Unicode>
  <Unicode Tok="tagrvfoc">Gravitational Focus Array</Unicode>
  <Unicode Tok="tagyrods">Gyro Destabilizer</Unicode>
  <Unicode Tok="tahelior">Helio Regulator</Unicode>
  <Unicode Tok="tahghtin">Heightened Intelligence</Unicode>
  <Unicode Tok="tahnywar">Honeycomb Warehousing</Unicode>
  <Unicode Tok="taholipl">Holistic Planning</Unicode>
  <Unicode Tok="tahoscom">Hospitality Campus</Unicode>
  <Unicode Tok="tahpybot">Social Robots</Unicode>
  <Unicode Tok="tahrdshd">Hardened Shields</Unicode>
  <Unicode Tok="tahrmcon">Harmonic Construction Techniques</Unicode>
  <Unicode Tok="tahull00">Lancer</Unicode>
  <Unicode Tok="tahull01">Cutter</Unicode>
  <Unicode Tok="tahull02">Corvette</Unicode>
  <Unicode Tok="tahull03">Frigate</Unicode>
  <Unicode Tok="tahull04">Destroyer</Unicode>
  <Unicode Tok="tahull05">Light Cruiser</Unicode>
  <Unicode Tok="tahull06">Cruiser</Unicode>
  <Unicode Tok="tahull07">Battle Cruiser</Unicode>
  <Unicode Tok="tahull08">Battleship</Unicode>
  <Unicode Tok="tahull09">Dreadnought</Unicode>
  <Unicode Tok="tahull10">Superdreadnought</Unicode>
  <Unicode Tok="tahull11">Titan</Unicode>
  <Unicode Tok="tahull12">Behemoth</Unicode>
  <Unicode Tok="tahull13">Leviathan</Unicode>
  <Unicode Tok="tahvmssl">Heavy Missile Chassis</Unicode>
  <Unicode Tok="tahvyarm">Heavy Armor</Unicode>
  <Unicode Tok="tahvymnt">Heavy Mount</Unicode>
  <Unicode Tok="tahydfrm">Hydroponic Farms</Unicode>
  <Unicode Tok="tahypslp">Hypersleep Nexus</Unicode>
  <Unicode Tok="taimfusn">Improved Fusion Cannon</Unicode>
  <Unicode Tok="taimgrvb">Improved Graviton Beam</Unicode>
  <Unicode Tok="taimlser">Improved Laser</Unicode>
  <Unicode Tok="taimntbl">Improved Neutron Blaster</Unicode>
  <Unicode Tok="taimpgst">Imperial Seat of Government</Unicode>
  <Unicode Tok="taimphsb">Improved Phaser Beam</Unicode>
  <Unicode Tok="taimplsc">Improved Plasma Cannon</Unicode>
  <Unicode Tok="taintfch">Interceptor Chassis</Unicode>
  <Unicode Tok="taioncan">Ion Pulse Cannon</Unicode>
  <Unicode Tok="taispnmn">Improved Spinal Mount</Unicode>
  <Unicode Tok="talcltrn">Local Transporters</Unicode>
  <Unicode Tok="talendas">Lending Associations</Unicode>
  <Unicode Tok="talgshdg">Large Shield Generator</Unicode>
  <Unicode Tok="talifsup">Life Support</Unicode>
  <Unicode Tok="talitarm">Light Armor</Unicode>
  <Unicode Tok="talitmnt">Light Mount</Unicode>
  <Unicode Tok="talsercn">Laser Cannon</Unicode>
  <Unicode Tok="taltmssl">Light Missile Chassis</Unicode>
  <Unicode Tok="tam1fusn">Fusion Cannon Miniaturization I</Unicode>
  <Unicode Tok="tam1grvb">Graviton Beam Miniaturization I</Unicode>
  <Unicode Tok="tam1lser">Laser Miniaturization I</Unicode>
  <Unicode Tok="tam1ntbl">Neutron Blaster Miniaturization I</Unicode>
  <Unicode Tok="tam1phsb">Phaser Beam Miniaturization I</Unicode>
  <Unicode Tok="tam2fusn">Fusion Cannon Miniaturization II</Unicode>
  <Unicode Tok="tam2grvb">Graviton Beam Miniaturization II</Unicode>
  <Unicode Tok="tam2lser">Laser Miniaturization II</Unicode>
  <Unicode Tok="tam2ntbl">Neutron Blaster Miniaturization II</Unicode>
  <Unicode Tok="tam2phsb">Phaser Beam Miniaturization II</Unicode>
  <Unicode Tok="tamanbot">Manufacturing Robots</Unicode>
  <Unicode Tok="tamassdr">Mass Driver</Unicode>
  <Unicode Tok="tamasssn">Mass Synthesizer</Unicode>
  <Unicode Tok="tamatcmd">Matter Conversion Module</Unicode>
  <Unicode Tok="tamatcnv">Matter Converters</Unicode>
  <Unicode Tok="tamatfac">Matter Facilitators ["handles"]</Unicode>
  <Unicode Tok="tamatpmd">Materials Processor</Unicode>
  <Unicode Tok="tamauler">Mauler</Unicode>
  <Unicode Tok="tamcrplt">MicroGrav Pallets</Unicode>
  <Unicode Tok="tamedarm">Medium Armor</Unicode>
  <Unicode Tok="tamediao">Media Outlets</Unicode>
  <Unicode Tok="tamedout">Media Output Center</Unicode>
  <Unicode Tok="tamegflx">Megafluxer</Unicode>
  <Unicode Tok="tametawv">Metahex Wave Scanners</Unicode>
  <Unicode Tok="tamgares">Megaresort Facilities</Unicode>
  <Unicode Tok="tamgfdmd">Magnetic Field Modification</Unicode>
  <Unicode Tok="tamicrlt">Microlite Construction</Unicode>
  <Unicode Tok="tamildcn">Military Design Center</Unicode>
  <Unicode Tok="taminanl">Mineral Analysis Network</Unicode>
  <Unicode Tok="taminbac">Mineral Morphic Bacteria</Unicode>
  <Unicode Tok="taminbot">Mining Robots</Unicode>
  <Unicode Tok="taminiat">Miniaturization</Unicode>
  <Unicode Tok="tamisba1">Missile Base</Unicode>
  <Unicode Tok="tamisba2">Missile Base 2</Unicode>
  <Unicode Tok="tamkybot">Entertainment Robots</Unicode>
  <Unicode Tok="tamobctr">Mobilization Center</Unicode>
  <Unicode Tok="tamoistr">Moisture Regulators</Unicode>
  <Unicode Tok="tamoleex">Molecular Extractors</Unicode>
  <Unicode Tok="tamolers">Molecular Resequencing</Unicode>
  <Unicode Tok="tamonumn">Monuments</Unicode>
  <Unicode Tok="tamshd01">Missile Shield Generator</Unicode>
  <Unicode Tok="tamslarm">Missile Armor</Unicode>
  <Unicode Tok="tananods">Nanodisassemblers</Unicode>
  <Unicode Tok="tananoex">Nanotech Extractors</Unicode>
  <Unicode Tok="tananofc">Nanofactories</Unicode>
  <Unicode Tok="tananolb">Nanolabs</Unicode>
  <Unicode Tok="taneutbl">Neutron Blaster</Unicode>
  <Unicode Tok="tanoarmr">No Armor</Unicode>
  <Unicode Tok="tanrflsr">No Range Penalty Fighter Laser</Unicode>
  <Unicode Tok="tanrlser">No Range Penalty Laser</Unicode>
  <Unicode Tok="taoptdat">Optronic Data Analyzer</Unicode>
  <Unicode Tok="taorbacc">Orbital Access Module</Unicode>
  <Unicode Tok="taorbbio">Orbital Biomonitoring</Unicode>
  <Unicode Tok="taorbitl">Orbital Star Base</Unicode>
  <Unicode Tok="taorblth">Orbital Lithoscanners</Unicode>
  <Unicode Tok="taorbtcc">Orbital Traffic Control Center</Unicode>
  <Unicode Tok="taorgcmp">Organic Composites</Unicode>
  <Unicode Tok="taorgfac">Organic Factories</Unicode>
  <Unicode Tok="taorintc">Orientation Complex</Unicode>
  <Unicode Tok="taoriont">Ancient Orion Techniques</Unicode>
  <Unicode Tok="tapartba">Particle Base</Unicode>
  <Unicode Tok="tapartbm">Particle Beam</Unicode>
  <Unicode Tok="taphasbm">Phaser Beam</Unicode>
  <Unicode Tok="taplascn">Plasma Cannon</Unicode>
  <Unicode Tok="taplncmp">Planetology Complex</Unicode>
  <Unicode Tok="taplncon">Pollution Control Center</Unicode>
  <Unicode Tok="taplncus">Planetary Customs Office</Unicode>
  <Unicode Tok="taplnpmp">Planetary Core Heat Pumps</Unicode>
  <Unicode Tok="taplnsd1">Planetary Shield Generator</Unicode>
  <Unicode Tok="taplrsnt">Planetary Research Network</Unicode>
  <Unicode Tok="taplscn1">Plasma Cannon Miniaturization I</Unicode>
  <Unicode Tok="taplscn2">Plasma Cannon Miniaturization II</Unicode>
  <Unicode Tok="taplsdom">Pleasure Dome</Unicode>
  <Unicode Tok="taplspcp">Planetary Supercomputer</Unicode>
  <Unicode Tok="taplybld">Polyfabric Building Materials</Unicode>
  <Unicode Tok="tapntdef">Point Defense</Unicode>
  <Unicode Tok="tapolprc">Pollution Processors</Unicode>
  <Unicode Tok="taprjmts">Project Management Systems</Unicode>
  <Unicode Tok="taprsout">Outpost Module</Unicode>
  <Unicode Tok="tapwrinf">Power Infrastructure</Unicode>
  <Unicode Tok="taqntmlb">Quantum Labs</Unicode>
  <Unicode Tok="tarecfba">Recon Fighter Base</Unicode>
  <Unicode Tok="tarecycf">Recycling Facilities</Unicode>
  <Unicode Tok="tarecycm">Recycling Microbes</Unicode>
  <Unicode Tok="tareff01">Research Network</Unicode>
  <Unicode Tok="tarefine">Refined Quality</Unicode>
  <Unicode Tok="tarefint">Refractive Interferometer</Unicode>
  <Unicode Tok="taregdef">Regional Deflectors</Unicode>
  <Unicode Tok="tareinfc">Reinforced Construction</Unicode>
  <Unicode Tok="taresmet">Residential Metroplex</Unicode>
  <Unicode Tok="targrsch">Regional Research Network</Unicode>
  <Unicode Tok="tarobofc">Robotic Factories</Unicode>
  <Unicode Tok="tarobomn">Robo Mining Plant</Unicode>
  <Unicode Tok="tarobtec1">Robotic Technology 1</Unicode>
  <Unicode Tok="tarobtec2">Robotic Technology 2</Unicode>
  <Unicode Tok="tarobtec3">Robotic Technology 3</Unicode>
  <Unicode Tok="tarobtec4">Robotic Technology 4</Unicode>
  <Unicode Tok="tarocket">Rocket Chassis</Unicode>
  <Unicode Tok="tarsrcmp">Research Campuses</Unicode>
  <Unicode Tok="tarsrvbk">Reserve Banks</Unicode>
  <Unicode Tok="tasaninf">Sanitation Infrastructure</Unicode>
  <Unicode Tok="tascfchs">Space Control Fighter Chassis</Unicode>
  <Unicode Tok="tascibot">Research Robot</Unicode>
  <Unicode Tok="tascigld">Science Guilds</Unicode>
  <Unicode Tok="tascnres">Scanning Resonance Collectors</Unicode>
  <Unicode Tok="tascrdrs">Secreted Resins</Unicode>
  <Unicode Tok="tasdckfc">Space Dock Extension</Unicode>
  <Unicode Tok="tasecbrd">Securities Board</Unicode>
  <Unicode Tok="tasecgst">Sector Seat of Government</Unicode>
  <Unicode Tok="tasensr1">Focus Detection Array</Unicode>
  <Unicode Tok="tasensr2">High-Caliber Detection System</Unicode>
  <Unicode Tok="tasensr3">X-Ray Transponder System</Unicode>
  <Unicode Tok="tasensr4">Advanced Locator System</Unicode>
  <Unicode Tok="tasensr5">Ultimate Detector System</Unicode>
  <Unicode Tok="tashiplb">Research Laboratory</Unicode>
  <Unicode Tok="tasmrtdr">Smart Drugs</Unicode>
  <Unicode Tok="tasmshdg">Small Shield Generator</Unicode>
  <Unicode Tok="tasocwrk">Societal Workplace Module</Unicode>
  <Unicode Tok="tasoilen">Soil Enrichment</Unicode>
  <Unicode Tok="tasoilrj">Soil Rejuvenators</Unicode>
  <Unicode Tok="taspcprt">Space Port</Unicode>
  <Unicode Tok="taspnlmt">Spinal Mount</Unicode>
  <Unicode Tok="taspsfba">Space Super Fighter Base</Unicode>
  <Unicode Tok="tastdmnt">Standard Mount</Unicode>
  <Unicode Tok="tastlcnv">Stellar Converter</Unicode>
  <Unicode Tok="tastndrd">Standardization</Unicode>
  <Unicode Tok="tastrshd">Structural Shielding</Unicode>
  <Unicode Tok="tastrshp">Starship</Unicode>
  <Unicode Tok="tastshdg">Standard Shield Generator</Unicode>
  <Unicode Tok="tasubfrm">Subterranean Farms</Unicode>
  <Unicode Tok="taorbfrm">Orbital Farms</Unicode>
  <Unicode Tok="tasubmot">Subspace Motion Analyzer</Unicode>
  <Unicode Tok="tasunrdr">Sunlight Redirection</Unicode>
  <Unicode Tok="tasyse01">Thrusters</Unicode>
  <Unicode Tok="tasyse02">Improved Thrusters</Unicode>
  <Unicode Tok="tasyse03">Hydrogen Fuel Cells</Unicode>
  <Unicode Tok="tasyse04">Impulse Engine</Unicode>
  <Unicode Tok="tasyse05">Iridium Fuel Cells</Unicode>
  <Unicode Tok="tasyse06">Dotomite Crystals</Unicode>
  <Unicode Tok="tasyse07">Uridium Fuel Cells</Unicode>
  <Unicode Tok="tasyse08">Reajax Fuel Cells</Unicode>
  <Unicode Tok="tasyse09">Trilithium Crystals</Unicode>
  <Unicode Tok="tasyse10">Transwarp Drive</Unicode>
  <Unicode Tok="taftre01">Fighter Thrusters</Unicode>
  <Unicode Tok="taftre02">Improved Fighter Thrusters</Unicode>
  <Unicode Tok="taftre03">Fighter Hydrogen Fuel Cells</Unicode>
  <Unicode Tok="taftre04">Fighter Impulse Engine</Unicode>
  <Unicode Tok="taftre05">Iridium Fighter Fuel Cells</Unicode>
  <Unicode Tok="taftre06">Fighter Dotomite Crystals</Unicode>
  <Unicode Tok="taftre07">Uridium Fighter Fuel Cells</Unicode>
  <Unicode Tok="taftre08">Reajax Fighter Fuel Cells</Unicode>
  <Unicode Tok="taftre09">Fighter Trilithium Crystals</Unicode>
  <Unicode Tok="taftre10">Fighter Transwarp Drive</Unicode>
  <Unicode Tok="tamise01">Missile Thrusters</Unicode>
  <Unicode Tok="tamise02">Improved Missile Thrusters</Unicode>
  <Unicode Tok="tamise03">Missile Hydrogen Fuel Cells</Unicode>
  <Unicode Tok="tamise04">Missile Impulse Engine</Unicode>
  <Unicode Tok="tamise05">Iridium Missile Fuel Cells</Unicode>
  <Unicode Tok="tamise06">Missile Dotomite Crystals</Unicode>
  <Unicode Tok="tamise07">Uridium Missile Fuel Cells</Unicode>
  <Unicode Tok="tamise08">Reajax Missile Fuel Cells</Unicode>
  <Unicode Tok="tamise09">Missile Trilithium Crystals</Unicode>
  <Unicode Tok="tamise10">Missile Transwarp Drive</Unicode>
  <Unicode Tok="tasysgst">System Seat of Government</Unicode>
  <Unicode Tok="tasystsh">System Ships</Unicode>
  <Unicode Tok="tatdbatt">Transdimensional Battlements</Unicode>
  <Unicode Tok="tathtscn">Thetaplex Scanning Array</Unicode>
  <Unicode Tok="tatorped">Torpedo Chassis</Unicode>
  <Unicode Tok="tatransd">Transdimensional Portal</Unicode>
  <Unicode Tok="tatricom">Tri-planar Command Center</Unicode>
  <Unicode Tok="tatrninf">Transportation Infrastructure</Unicode>
  <Unicode Tok="tatrppod">Troop Pod</Unicode>
  <Unicode Tok="tauhvarm">Ultra Heavy Armor</Unicode>
  <Unicode Tok="tauhvmnt">Ultra Heavy Mount</Unicode>
  <Unicode Tok="taundefg">Unity Defense Grid</Unicode>
  <Unicode Tok="tauspnmn">Ultra Spinal Mount</Unicode>
  <Unicode Tok="tavhvarm">Very Heavy Armor</Unicode>
  <Unicode Tok="tavhvmnt">Very Heavy Mount</Unicode>
  <Unicode Tok="tavltarm">Very Light Armor</Unicode>
  <Unicode Tok="tavrturb">Mass Vertical Urbanization</Unicode>
  <Unicode Tok="taintubr">Integrated Uberplex</Unicode>
  <Unicode Tok="taweacon">Regional Weather Controller</Unicode>
  <Unicode Tok="tawrhd01">Nuclear Warhead</Unicode>
  <Unicode Tok="tawrhd02">Anionic Energy Warhead</Unicode>
  <Unicode Tok="tawrhd03">Neutronium Warhead</Unicode>
  <Unicode Tok="tawrhd04">Hercular Warhead</Unicode>
  <Unicode Tok="tawrhd05">Merculite Warhead</Unicode>
  <Unicode Tok="tawrhd06">High Energy X-Ray Laser Warhead</Unicode>
  <Unicode Tok="tawrhd07">Scatter Pack Warhead</Unicode>
  <Unicode Tok="tawrhd08">Ionic Pulsar Warhead</Unicode>
  <Unicode Tok="tawrhd09">Energy Pulsar Warhead</Unicode>
  <Unicode Tok="tawrhd10">Omega Warhead</Unicode>
  <Unicode Tok="tawrpd01">Retro Engine</Unicode>
  <Unicode Tok="tawrpd02">Nuclear Engine</Unicode>
  <Unicode Tok="tawrpd03">Sub-Light Drives</Unicode>
  <Unicode Tok="tawrpd04">Fusion Drives</Unicode>
  <Unicode Tok="tawrpd05">Impulse Drives</Unicode>
  <Unicode Tok="tawrpd06">Ion Drives</Unicode>
  <Unicode Tok="tawrpd07">Anti-Matter Drives</Unicode>
  <Unicode Tok="tawrpd08">Inter-Phased Drives</Unicode>
  <Unicode Tok="tawrpd09">Hyper Drives</Unicode>
  <Unicode Tok="tawrpd10">Warp Factor X</Unicode>
  <Unicode Tok="tazstorf">Z Storage and Basing Facilities</Unicode>
  <Unicode Tok="ta_mints">Mints</Unicode>
  <Unicode Tok="ta_swlem">Space Environment Module</Unicode>
  <Unicode Tok="ta_traps">T.R.A.P.S. Logistics Systems</Unicode>
  <Unicode Tok="taioncn1">Ion Pulse Cannon Miniaturization I</Unicode>
  <Unicode Tok="tbioncn1">Reduces the size of the Ion Pulse Cannon subsystem by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="taioncn2">Ion Pulse Cannon Miniaturization II</Unicode>
  <Unicode Tok="tbioncn2">Reduces the size of the Ion Pulse Cannon subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tagsccn1">Gauss Cannon Miniaturization I</Unicode>
  <Unicode Tok="tbgsccn1">Reduces the size of the Gauss Cannon subsystem by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tagsccn2">Gauss Cannon Miniaturization II</Unicode>
  <Unicode Tok="tbgsccn2">Reduces the size of the Gauss Cannon subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tamsdcn1">Mass Driver Miniaturization I</Unicode>
  <Unicode Tok="tbmsdcn1">Reduces the size of the Mass Driver by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tamsdcn2">Mass Driver Miniaturization II</Unicode>
  <Unicode Tok="tbmsdcn2">Reduces the size of the Mass Driver subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tamlrcn1">Mauler Miniaturization</Unicode>
  <Unicode Tok="tbmlrcn1">Reduces the size of the Mauler subsystem by a cumulative 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tadiscn1">Disruptor Cannon Miniaturization I</Unicode>
  <Unicode Tok="tbdiscn1">Reduces the size of the Disruptor Cannon subsystem by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tadiscn2">Disruptor Cannon Miniaturization II</Unicode>
  <Unicode Tok="tbdiscn2">Reduces the size of the Disruptor Cannon subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="taastuni">Astro University</Unicode>
  <Unicode Tok="tasysuni">System University</Unicode>
  <Unicode Tok="tbacadem">
    Academies represent the formal training of members of the citizenry for government or military careers. Building Academies in a Government DEA shows those under its influence that they are directly represented in he affairs of the civilization -- and are well trained to do so. This both combats discontent and encourages more citizens to get involved in the affairs of the civilization as a whole. /p/p

    Production Cost = 360 /p
    Employees required = 0.5 /p
    Anti-Corruption Capacity of Government DEAs +1
  </Unicode>
  <Unicode Tok="tbadvdmg">
    Advanced Damage Controls increase the strength of your ship's armor, thus making your ship hard to kill. /p/p

    Decreases Fleet Maintenance by 25%
  </Unicode>
  <Unicode Tok="tbadvply">
    Advanced Polymerization allows the design of new synthetic compounds whose component materials are chosen with bio-harvesting compounds in mind as the likely source. This effectively improves the output of organic extraction -- the materials required in standard polymers exist only in very low densities in most bio-harvesting material. /p/p

    Increases Bioharvest Conversion Rate of Industry DEAs by 1
  </Unicode>
  <Unicode Tok="tbadvrlb">
    Any Research DEA can benefit from the installation of Advanced Research Labs. These labs take advantage of advanced construction techniques to provide additional computing and analysis resources in a fixed amount of space. /p/p

    Increases Base Research DEA Capacity by 50% /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Production Cost = 120
  </Unicode>
  <Unicode Tok="tbafdisr">A Disrupter Cannon with the Autofire modification fires multiple times each recharge period.</Unicode>
  <Unicode Tok="tbafflsr">A Fighter Laser with the Autofire modification fires multiple times each recharge period.</Unicode>
  <Unicode Tok="tbafgaus">A Gauss Cannon with the Autofire modification fires multiple times each recharge period.</Unicode>
  <Unicode Tok="tbafionp">An Ion Pulse Cannon with the Autofire modification fires multiple times each recharge period.</Unicode>
  <Unicode Tok="tbaflser">A Laser Cannon with the Autofire modification fires multiple times each recharge period.</Unicode>
  <Unicode Tok="tbafmass">A Mass Driver with the Autofire modification fires multiple times each recharge period.</Unicode>
  <Unicode Tok="tbafphas">A Phaser Beam with the Autofire modification fires multiple times each recharge period.</Unicode>
  <Unicode Tok="tbantflo">A Point Defense Fighter Base allows for these specialized fighters to be built and added to your fleet.</Unicode>
  <Unicode Tok="tbantiag">
    Antiagathics, unlike other drugs, do not prevent or treat disease. These compounds, once ingested, become a permanent component of the treated patient. An antiagathic treatment consists of an injection of nano-robots delivered in a species-neutral chemical payload. They actively work to reduce the effects of aging at the cellular (if appropriate) and molecular levels. Even cybernetic and other non-carbon-based organisms exhibit improved efficiency and an increased mean time-to-failure. /p/p

    Increases Population Growth by 50%
  </Unicode>
  <Unicode Tok="tbantims">
    All Anti-Missiles start with this platform as a base. /p/p

    Firing Rate (higher = slower) x0.5 /p
    System Cost x0.75 /p
    Near Damage x0.25 /p
    Far Damage x0.25 /p
    Space Required x0.25
  </Unicode>
  <Unicode Tok="tbapflsr">A Fighter Laser with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapgaus">A Gauss Cannon with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbaplasr">A Laser Cannon with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapmass">A Mass Driver with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapphas">A Phaser Beam with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapwr01">A Nuclear Warhead with Armor Piercing reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapwr02">An Anionic Energy Warhead with the addition of Armor Piercing reduces the strength of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapwr03">A Neutronium Warhead with the addition of Armor Piercing reduces the strength of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapwr04">A Hercular Warhead with the addition of Armor Piercing reduces the strength of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapwr05">A Merculite Warhead with the addition of Armor Piercing reduces the strength of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapwr06">A High Energy X-Ray Laser Warhead with the addition of Armor Piercing reduces the strength of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapwr07">A Scatter Pack Warhead with the addition of Armor Piercing reduces the strength of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapwr08">An Ionic Pulsar Warhead with the addition of Armor Piercing reduces the strength of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapwr09">An Energy Pulsar Warhead with the addition of Armor Piercing reduces the strength of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbapwr10">An Omega Warhead with the addition of Armor Piercing reduces the strength of the target's armor by 25%.</Unicode>
  <Unicode Tok="tbarmr01">
    For the price sensitive, Zortrium provides minimum protection for at a low cost. /p/p

    Base System Cost is 20 /p
    Base Armor Value is 100 /p
    Base Armor Deflection Value is 2 /p/p/p

    This technology is guaranteed to be in the Technology Tree for all empires.
  </Unicode>
  <Unicode Tok="tbarmr02">
    Duranium armor gives more protection than Zortrium, but costs more. /p/p

    Base System Cost is 60 /p
    Base Armor Value is 200 /p
    Base Armor Deflection Value is 6 /p
  </Unicode>
  <Unicode Tok="tbarmr04">
    High strength Titanium armor gives you solid protection for reasonable cost. /p/p

    Base System Cost is 140 /p
    Base Armor Value is 400 /p
    Base Armor Deflection Value is 10/p
  </Unicode>
  <Unicode Tok="tbarmr07">
    Neutronium Armor protects your ships with the state of art elegance, but such technology does not come cheap. /p/p

    Base System Cost is 300 /p
    Base Armor Value is 800 /p
    Base Armor Deflection Value is 14 /p
  </Unicode>
  <Unicode Tok="tbarmr10">
    Adamantium Armor is the best of the best, and you'll pay for it. /p/p

    Base System Cost is 620 /p
    Base Armor Value is 1600 /p
    Base Armor Deflection Value is 18 /p
  </Unicode>
  <Unicode Tok="tbartent">
    The Arts &amp; Entertainment Megalopolis is a key facility for any recreation DEA that installs one. It is a central complex with regular mass-transit transportation to all outlying cultural attractions in the area, including several constructed within the Megalopolis itself. It includes sophisticated virtual reality centers and other sensory gear required for the presentation of modern forms of entertainment and pieces of art from all over the galaxy. The Center also offers tours, lectures, and even patronizes full class courses in the research, study, and creation of art in its many forms. /p/p

    Increases Recreational DEA Capacity by 1.5 Level, Increasing Unrest Reduction and Outreach of Unrest Reduction /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 180 /p
    Unrest -1
  </Unicode>
  <Unicode Tok="tbasyndk">
    This facility can be installed at each spaceport. The addition of an Asynchronous Docking System's state-of-the-art tracking and automated management systems allow the spaceport computer networks to manage the arrival, departure, and facilities requirements of all traffic, both to and from the Space Port, without any oversight supervision. Automated statistics and reporting ensures the spaceport administration can intelligently maintain and expand the spaceport complex as needed. /p/p

    Increases Spaceport DEA Efficiency by 2 /p
    Production Cost = 180 /p
  </Unicode>
  <Unicode Tok="tbatmcnt">The Atmospheric Containment Achievement uses the knowledge gained by planetary shield development to keep weapons fire out and applies them in a reverse manner to keep an atmosphere in. This allows a planet to be terraformed an additional habitability ring, up to sweet spot, while reducing the cost /p</Unicode>
  <Unicode Tok="tbatmprc">The Atmospheric Processors Achievement gives almost complete control over the chemical composition of a planet's atmosphere, allowing a planet to be terraformed an additional habitability ring, all the way to paradise, while reducing the cost /p</Unicode>
  <Unicode Tok="tbatmren">
    Atmospheric Renewers are a planet-level improvement. The renewers consist of complex filters that re built on top of ultralight high-altitude scaffolds or are carried aloft in self-contained drone aircraft. High in the stratosphere, these renewers absorb contaminated air, use selective temperature control to isolate the pollutants for filtering, and finally release the purified air back into the atmosphere. The filters must be periodically replaced, but the accumulated pollutants can be subjected to more traditional pollution control on the ground. /p/p

    Production Cost = 100 /p
    Minimum Turns To Build = 4 /p
    Pollution x0.667
  </Unicode>
  <Unicode Tok="tbautamd">
    Assembling larger capital ship hulls in a reasonable timeframe requires more workers than can be practically managed. By installing an Automated Assembly Module, the planet can field a set of robotic assembly workers that can operate independently when brought to on-site and given the schematics of the ship under construction. Installing an Automated Assembly Module at a planet allows ships one hull size larger to be built there. /p/p

    Production Cost = 257 /p
    Minimum Turns To Build = 1 /p
    Maximum Hull Size On This Planet +1 /p
    Employees required = 0.25
  </Unicode>
  <Unicode Tok="tbautobi">
    Automated Biocare is an important improvement available to all bioharvest DEAs. A central regulator computer controls a web of nutrient and water conduits, plus the movements of natural predators for pest control, that span the entire DEA. The regulator then controls the supply to the various growing areas, maximizing growth rates and optimizing resource management. /p/p

    Increases Bioharvest DEA Efficiency by 1 /p
    Production Cost = 20 /p
  </Unicode>
  <Unicode Tok="tbautofc">
    Automated Factories can be installed in a Manufacturing DEA to improve its capacity. These factories, which make extensive use of industrial automation technology, require far less space to maintain output level than an equivalent factory relying on sentient personnel. /p/p

    Increases Base Manufacturing DEA Capacity by 50% /p
    DEA Employees Required for 100% Productivity = 0.75 /p
    Consumes Minerals /p
    Production Cost = 120 /p
  </Unicode>
  <Unicode Tok="tbautolb">
    Computer specialists have created artificial intelligence, but only the Antarans managed to totally break the mold and create an intelligence which is not only aware, but is capable of instant access to all local computer networks and their data. Facilities can be constructed at any Research DEA that provide a computer 'home' for an instance of this artificial intelligence, and access to various test equipment. Researchers in the DEA can have theories rapidly analyzed and either verified or discounted by the Autolab, rather than designing, conducting, and analyzing their own experiments. /p/p

    Increases Research DEA Efficiency by 12 /p
    Production Cost = 450 /p
    Minimum Turns To Build = 3
  </Unicode>
  <Unicode Tok="tbautomn">
    Any Mining DEA can be enhanced by installing an Automated Mine. The automated mining process includes a wide variety of automated machinery that assists mining workers: tram lifts to haul raw minerals to the surface, tunneling machines, high-powered drills, and an automated support structure that is deployed when a new shaft has been excavated. /p/p

    Increases Mine DEA Efficiency by 1 /p
    Production Cost = 25
  </Unicode>
  <Unicode Tok="tbbeamb1">
    Beam Bases concentrates on the development of beam weapon technology. Once up and running this base provides a never-ending supply of the latest beam weapons with enhanced features. /p/p

    Production Cost = 100 /p
    Planet Defense +5 /p
    FireBase = 1 /p
    Employees required = 0.2 /p
    Near Damage x5 /p
    Far Damage x5 /p
    Firing Rate (higher = slower)  x5 /p
    AccDisSt x3 /p
    AccDisEn x3 /p
    DmgDisSt x3 /p
    DmgDisEn x3 /p
    MultFire x10
  </Unicode>
  <Unicode Tok="tbbfungi">
    Biomorphic Fungi are a series of genetically engineered life forms that can grow in almost any environment. Only the presence of some minimal amount of organic compounds is required -- temperature, pressure, and gravity variations have little effect on these hardy organisms. /p/p

    Increases Bioharvest DEA Efficiency by 1 for all Bioharvest DEAs in the Empire /p
    Allows farming on planets with Yellow 2 and Red 1 Habitability /p
  </Unicode>
  <Unicode Tok="tbbiobot">
    Bioharvesting Robots increase the effectiveness of bioharvesting DEAs and comes complete with a green motherboard. /p/p

    Production Cost = 100 /p
    Minimum Turns To Build=1 /p
    Bioharvest DEA Efficiency x1.33
  </Unicode>
  <Unicode Tok="tbbiosur">
    Biosphere Survival Shelters can greatly improve the survivability of the hostile environment presented by an un-terraformed world.  This allows the maximum population of minimally habitable worlds to be markedly increased. /p/p

    Biosphere Maximum Population +0.33 /p
  </Unicode>
  <Unicode Tok="tbbiohsm">
    Regions with Biosphere Housing Management can more effectively manage the limited space and materials of a biosphere. Advanced recycling systems allow for near 100% reuse of all by-products, and space allocation is carefully reviewed and improved on a regular basis. /p/p

    Biosphere Maximum Population +0.33 /p
  </Unicode>
  <Unicode Tok="tbbiolif">This Achievement lets carefully Bioengineered life modify the habitability of a planet and buffer it against unwanted change to a level of precision never achieved before. This allows a planet to be terraformed an additional habitability ring, up to paradise, while reducing the cost /p</Unicode>
  <Unicode Tok="tbbiomon">
    A Bioorganic Monitoring Station can be installed in any region to improve the local biosphere. By tracking the climate, weather patterns, and temperature patterns of the region, and correlating these fluctuations with impact on the local plant and animal life, the local biosphere can be improved to flourish under local conditions, rather than merely survive. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build = 2 /p
    Region Ecosystem Density +1
  </Unicode>
  <Unicode Tok="tbbioply">
    Bioengineered plants are very useful when it is known in advance that bio-harvesting supply is available while minerals are in demand. These plants will extract trace amounts of minerals and metals from the environment while growing over a very short lifecycle. Organic extraction of these plants can produce composites without metallic catalysts. /p/p

    Bioharvest Conversion Rate of Industry DEAs +1
  </Unicode>
  <Unicode Tok="tbbioref">
    The Bio-refinery process employs artificially created life forms for material refinement. There are a variety of artificial species, each having a specialized metabolism designed to digest and absorb raw materials, while leaving various industrially useful materials as end products. These life forms do not require any purpose-built energy inputs, relying instead on natural sources such as solar energy or ambient heat. Heat is particularly effective, as the bio-refineries can then serve a dual purpose as refineries and temperature regulators for any related but exothermic processes. /p/p

    Mineral Conversion Rate of Industry DEAs +1
  </Unicode>
  <Unicode Tok="tbbioreg">
    Bioregeneration Enhancers can be installed in any region to improve its biosphere. These enhancers actively monitor the local ecology, recycling natural waste products into useful products immediately, rather than allowing slower natural processes to do the work. This allows local systems to accrue useful biomass in far less time than would otherwise be possible, by orders of magnitude for long-cycle processes such a fossil fuel formation. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build = 2 /p
    Region Ecosystem Density +1
  </Unicode>
  <Unicode Tok="tbbiorep">
    Any Manufacturing DEA can build Bioreprocessors. These facilities accept almost any form of organic compounds and convert them into other forms based on current demands. Many of these compounds that would otherwise be discarded as waste material find important uses thanks to Bioreprocessors. /p/p

    Increases Base Manufacturing DEA Capacity by 150% /p
    DEA Employees Required for 100% Productivity = 0.75 /p
    Consumes organic materials /p
    Production Cost = 810 /p
  </Unicode>
  <Unicode Tok="tbbiourb">
    Regions employing biospheres can install the Biospheric Urbanization Module. Largely a by-product of vast amounts of research into orbital construction and ship design, the urbanization module uses interlocking modular construction techniques that significantly improve the amount of space that can be devoted to housing, by reducing the amount of wasted space and space consumed by structural features. /p/p

    Biosphere Maximum Population +0.33 /p
  </Unicode>
  <Unicode Tok="tbblkfrt">
    The Bulk Freight Module improves the large-scale freight handling capacity of any spaceport that installs it. The module provides automated loading and unloading of freighter vessels, as well as additional secure holding areas for the massive cargo containers used in bulk freight transportation. Spaceports at each end of any transportation link must have at least this technology in order to trade with one another. /p/p

    Increases Spaceport DEA Capacity by 1 Level, Allowing Interstellar Trade by One Additional Jump /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Requires Minimum of 4 Population Points in Region Before Being Built /p
    Production Cost = 120 /p
  </Unicode>
  <Unicode Tok="tbbrduse">
    Products and services are generally designed with the "average" user serving as a guideline. However, every user is different. By carefully modifying standard designs to accommodate for a larger variety of users, the potential usefulness, and therefore value, of products and services is increased. /p/p

    Industry Output Value (goes to GDP) +2
  </Unicode>
  <Unicode Tok="tbbridge">The Main Bridge is the command center of the ship. Melodramatic dialog occurs here.</Unicode>
  <Unicode Tok="tbbsmodl">
    This module improves the shipbuilding capability of the planet that installs it. This facility creates the standard equipment and structures that are common to any military vessel, freeing the shipyards to concentrate on design-specific construction. /p/p

    Production Cost = 150 /p
    Maximum Hull Size On This Planet +1 /p
    Employees required = 0.125
  </Unicode>
  <Unicode Tok="tbbtlpod">
    Battlepod's increase the internal capacity of a ship to hold equipment by about 15% at a slight loss in space survivability. /p/p

    Ship Capacity x1.20 /p
    System Cost x1.50 /p
    Probability Of Being Detected x0.93
  </Unicode>
  <Unicode Tok="tbbyprep">
    When bioharvesting resources are harvested, there is invariably some leftover material that is not immediately useful. By installing a Byproduct Reprocessing facility at a Bioharvest DEA, it is possible to convert this leftover material into useful outputs, even if it is nothing more than fertilizer for additional bioharvesting efforts. /p/p

    Increases Bioharvest DEA Efficiency by 2/p
    Production Cost = 60
  </Unicode>
  <Unicode Tok="tbcapitl">
    Installing a Capitol in a Government DEA identifies it as a center of authority for the interstellar civilization at a regional level. While symbolic to some degree, identifying a Capitol in this DEA makes it a focal point of for population under its influence, reminding them of the government's presence in a benevolent manner that fosters support, further reducing Unrest. /p/p

    Production Cost = 600 /p
    Employees required = 0.5 /p
    Anti-Corruption Capacity of Government DEAs +1
  </Unicode>
  <Unicode Tok="tbcatdes">
    Catalyst Design is a fabrication process that uses custom made, need-specialized catalytic agents for chemical processes. Existing manufacturing processes can be improved to require less energy and external inputs by taking advantage of these techniques. /p/p

    Mineral Conversion Rate of Industry DEAs +1
  </Unicode>
  <Unicode Tok="tbclmcnt">The Climate Controllers Achievement uses advanced computing techniques to more carefully control the benefits of all other terraforming achievements. This allows a planet to be terraformed an additional habitability ring, up to sweet spot, while reducing the cost./p</Unicode>
  <Unicode Tok="tbclok01">
    Cloaking turns a ship invisible until it is detected. /p/p

    System Cost = 30 /p
    Space Required = 15 /p
    ECM x2.2 /p
    Cloaking (on galaxy map) x2.2
  </Unicode>
  <Unicode Tok="tbclok02">
    Phased Cloaking turns a ship invisible by layering the frequency, making it hard for your enemies to detect the cloaked ship. /p/p

    System Cost = 30 /p
    Space Required = 20 /p
    ECM x3.3 /p
    Cloaking (on galaxy map) x3.3
  </Unicode>
  <Unicode Tok="tbclok03">
    The Reactive Cloaking Device works with the environment, rendering the ship virtually invisible. Now you see it, now you don't. /p/p

    System Cost = 30 /p
    Space Required = 35 /p
    ECM x4.95 /p
    Cloaking (on galaxy map) x4.95
  </Unicode>
  <Unicode Tok="tbclok04">
    The Ghost Device turns a ship invisible, period -- even during late night cartoon talk shows. /p/p

    System Cost = 30 /p
    Space Required = 55 /p
    ECM x7.425 /p
    Cloaking (on galaxy map) x7.425
  </Unicode>
  <Unicode Tok="tbcloncm">
    Region that deploys a cloning complex benefit from a fundamentally improved medical system. A highly sophisticated and automated facility, the cloning complex allows for the duplication and replacement of lost limbs, damaged tissue, and even entire bodies with ease. Expected life span is increased, and the death rate from accidents and many common diseases drops considerably. /p/p

    Production Cost =  60 /p
    Population Growth +0.025
  </Unicode>
  <Unicode Tok="tbcnffsn">A Fighter Fusion Cannon with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target.</Unicode>
  <Unicode Tok="tbcnflsr">A Fighter Laser with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target.</Unicode>
  <Unicode Tok="tbcnfusn">A Fusion Cannon with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target.</Unicode>
  <Unicode Tok="tbcngrvb">A Graviton Beam with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target.</Unicode>
  <Unicode Tok="tbcnlser">A Laser Cannon with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target.</Unicode>
  <Unicode Tok="tbcnntbl">A Neutron Blaster with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target.</Unicode>
  <Unicode Tok="tbcnphsb">A Phaser Beam with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target.</Unicode>
  <Unicode Tok="tbcnplas">A Plasma Cannon with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target than the beam of a standard Plasma Cannon.</Unicode>
  <Unicode Tok="tbcntenv">
    The capacity of a Bioharvest DEA can be improved by optimizing local conditions over small areas. Installing Controlled Environment Farming facilities within the DEA mandates this technique. The DEA is subdivided into small areas, each of which is individually monitored by a central system. Each area's environment - air temperature, pressure, and content, plus its soil quality and composition, are carefully managed to ideal levels for the organisms produced within that area. /p/p

    Increases Base Bioharvest DEA Capacity by 100% /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 100
  </Unicode>
  <Unicode Tok="tbcolony">
    The Colony Bay the basic building block of any space-faring civilization. This module can establish a new colony on any uninhabited world, or boost the existing population of an existing colony. It provides all of the facilities and resources needed to start a new colony from the ground up. /p/p

    System Cost = 400 /p
    Space Required = 150 /p
    Needed to build a colony
  </Unicode>
  <Unicode Tok="tbcombot">
    Combat Robots are used in places where normal troops are not meant to go. These guys are built to fight and won't stop until they have completed their mission -- death; the enemy's or its own. /p/p

    Production Cost = 100
  </Unicode>
  <Unicode Tok="tbcomdck">
    The needs of passengers are quite different than those of inanimate freight. The installation of Commuter Transport Docks at a Space Port provides all of the physical and psychological needs of interplanetary and interstellar commuter traffic -- basic needs facilities, entertainment and news kiosks, food and energy vending -- as well as quarters for passengers needing temporary housing between trips. Spaceports at each end of any transportation link must have at least this technology in order to trade with one another. /p/p

    Increases Spaceport DEA Capacity by 1 Level, Allowing Interstellar Trade by One Additional Jump /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Requires Minimum of 6 Population Points in Region Before Being Built /p
    Production Cost = 300
  </Unicode>
  <Unicode Tok="tbcominf">
    Each region can choose to install a standardized Communications Infrastructure. This system ensures that local bandwidth, cabling, and frequency needs are met. By designing underground cable systems with existing and future needs in mind, and allocating wireless and subspace frequencies into segments with fixed uses, the communication needs of the region are met, both at present and well into the future. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build = 3 /p
    Infrastructure +0.25
  </Unicode>
  <Unicode Tok="tbcommnt">
    In order to mine the incredibly hot mantle of planets directly, a Mining DEA must install the facilities developed for Complete Mantle Mining. These facilities include a complex system of heat absorbers allowing the excessive heat to be temporarily directed away from the mining area. With this system in place, workers and robots can descend a work for short periods of time within the mantle itself, extracting otherwise untapped minerals and metals in the mantle. /p/p

    Increases Base Mine DEA Capacity by 150% /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Production Cost = 180
  </Unicode>
  <Unicode Tok="tbcompcn">This facility may be built at the Imperial Seat. It uses very sensitive receivers to intercept the occasional long-range transmission between other civilizations. Such sensitive transmissions are invariably encrypted to prevent casual eavesdropping; the Communiqué Processing Center focuses exclusively on decoding these inter-civilization transmissions, as they may contain particularly sensitive information compared to a given civilization's internal signal traffic.</Unicode>
  <Unicode Tok="tbconred">
    Concussion Redirection Systems are part of a mandated upgrade process than can be employed in each region. This upgrade installs absorbers as a self-contained package added to existing facilities to help them withstand weapon impacts. By channeling the explosive a thermal energy of a weapon impact away from the structural elements of a building, it is able to withstand far more damage before suffering catastrophic damage and collapsing. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build=4
  </Unicode>
  <Unicode Tok="tbcorwst">
    The disposal of some waste products at o near the surface of a planet is almost impossible. By building Core Waste Dumps, a planet's pollution control can finally include disposal of these wastes. These dumps are carefully-designed and built to allow waste products to be shuttled into the mantle and core of the planet, where the extreme heat and pressure reduce the waste into more basic, clean forms and disperse it within the mantle. No useful material can be recovered, but the process requires no inputs beyond the waste product, either. /p/p

    Production Cost = 100 /p
    Minimum Turns To Build=5 /p
    Pollution x0.667
  </Unicode>
  <Unicode Tok="tbcrewqt">The Crew Quarters provide the crew with a place to escape and relax after a long shift.</Unicode>
  <Unicode Tok="tbcrsdis">
    Modern scientists are often experts in highly specialized areas of research. However, breakthrough technologies are often the result of combining knowledge from disparate subjects. Cross-discipline Methodologies are a series of programs that bring specialists from various fields of study together to explore ways in which their chosen fields might influence one another, in both theoretical and practical applications. /p/p

    Increases Research DEA Efficiency by 3 for all Research DEAs in the Empire /p
  </Unicode>
  <Unicode Tok="tbculdis">
    The beneficial capabilities of a Recreation DEA can be improved by installing Cultural Districting Offices. These offices maintain complete records of the cultural features of the area and manage them by dividing them into logical districts, allowing each to flourish to its maximum capability. Cultural Districting Offices also seek to import new recreational and cultural attractions and maintain interest in them throughout that civilization. /p

    Increases Recreational DEA Capacity by 0.5 Level, Increasing Unrest Reduction and Outreach of Unrest Reduction /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 40 /p
    Unrest -1
  </Unicode>
  <Unicode Tok="tbdbstnd">Scientific research and advancement is built upon a foundation of data, which must be collected, verified, and analyzed. Database Standardization institutes standardized database formats and requires all database systems to be fully compatible with one another. Data processing and analysis tasks thus take far less time and less user know-how, freeing more of the scientists' time for research-related tasks.</Unicode>
  <Unicode Tok="tbdecomp">
    Every colonized planet can construct a Decomposition Center, which is a designated area where harmful organic waste can be left to decompose. These landfills are highly automated and controlled in a self-contained underground environment, ensuring that waste is allowed to decompose safely. /p/p

    Production Cost = 100 /p
    Minimum Turns To Build = 2 /p
    Pollution x0.667 /p
  </Unicode>
  <Unicode Tok="tbdeepcr">
    Not even advanced heat dissipation systems would allow any machinery to survive prolonged periods of exposure to the temperatures and pressures of core of a planet. Installation of Deep Core Mining facilities offers a radical but effective solution to any Mining DEA, enabling it to mine resources directly from the planet's core. Instead of sending mining machinery to the ore, a long shaft is built that extends to the core itself, where part of the material is tapped, raised up the shaft with the use of electromagnets along the shaft, and then allowed to expand and cool as it is raised towards the surface. Energy fields are used to keep the core access point contained. /p/p

    Increases Base Mine DEA Capacity by 200% /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Production Cost = 300
  </Unicode>
  <Unicode Tok="tbdeepex">
    Advances in geology and construction allow Mining DEAs to improve their capacity. Any Mining DEA can construct a control facility for Deep Extraction Mining. The processes use a vast array of honeycombed tunnels and shafts that reach several kilometers below the surface of the planet. Complex structures and resilient polymers hold the shafts together under the pressure, and computers at the control center keep track of the entire maze, as it quickly reaches a level of complexity beyond the grasp of a normal miner. /p/p

    Increases Base Mine DEA Capacity by 50% /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Production Cost = 40
  </Unicode>
  <Unicode Tok="tbdethry">
    An ancient Antaran particle weapon of mass destruction. Fires an intense beam of cosmic rays inflicting substantial damage. Has some ability to penetrate both shields and armor. /p
    Weapon Recharge Rate: 2.0 Seconds /p
    Maximum Damage: 157 Hull Points /p
    Maximum Range: 17,700 Gm /p
    Base Accuracy: 90% /p
    Shield Penetration: 80% /p
    Armor Piercing: 70%
  </Unicode>
  <Unicode Tok="tbdispfd">
    Displacement Device confuses enemy weapons, causing them to dissipate their energy away from your ships. /p/p

    System Cost = 180
  </Unicode>
  <Unicode Tok="tbdisrcn">
    Fires tremendous bolts of pure energy at medium range targets. /p
    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 209 Hull Points /p
    Maximum Range: 16,338 Gm /p
    Base Accuracy: 50%
  </Unicode>
  <Unicode Tok="tbdmpfld">
    The Damper Field operates like a shield -- except it has infinite Shield Strength and is never considered "Down." Shield Piercing Weapons do not gain their bonus when used against the Damper Field and are reduced as normal. /p
    Shield Stopping Power is 75% /p
    Base Shield Strength is 32,000 Hull Points /p
    Base Shield Recharge Rate is 32,000 Shield Strength each 5 Seconds /p
    Base System Cost is 750 AUs /p
    Hull Space Occupied is 15% /p
  </Unicode>
  <Unicode Tok="tbdrmind">
    All known sentient organisms have a rest state, and each has exhibited the dreaming phenomenon during this rest state -- a period during which the mind recalls images, facts, and ideas gathered that day in order to process and either store or discard them. Persistent problems are often solved by the subconscious, but the result may only be presented to the conscious mind during dreams. By installing Dream Inducers within a Research DEA, scientists periodically have their dreams recorded and analyzed, allowing them to recognize and recover the solutions their subconscious mind has discovered. /p/p

    Increases Research DEA Efficiency by 9 /p
    Production Cost = 300
  </Unicode>
  <Unicode Tok="tbdynovc">
    The Antarans developed biomaterial that exhibits extraordinary self-adapting capability. By deploying a monitoring center for Dyno-Mutant Victuals at a planet, each Bioharvest DEA on the planet is improved by seeding it with Dyno-Mutants. These organisms efficiently convert solar energy and any unused resources within the Bioharvest DEAs into useful forms such as edible food. /p/p

    Increases Bioharvest DEA Efficiency by 4 /p
    Production Cost = 200 /p
    Minimum Turns To Build=3
  </Unicode>
  <Unicode Tok="tbeccm1">
    Electronic Counter Counter Measure (ECCM) Level I reverses the effects of an enemy's ECM at close range. /p/p

    System Cost = 30 /p
    Space Required = 15 /p
    Targeting Sensors x0.9
  </Unicode>
  <Unicode Tok="tbeccm2">
    ECCM Level II unscrambles your enemy's ECM, thus negating the impact on medium range targets. /p/p

    System Cost = 90 /p
    Space Required = 20 /p
    Targeting Sensors x0.75
  </Unicode>
  <Unicode Tok="tbeccm3">
    ECCM Level III reverses jamming effects of enemy ECM at long range. /p/p

    System Cost = 150 /p
    Space Required = 35 /p
    Targeting Sensors x0.6
  </Unicode>
  <Unicode Tok="tbeccm4">
    ECCM Level IV shuts down the effect of the enemy's lesser ECM. /p/p

    System Cost = 210 /p
    Space Required = 55 /p
    Targeting Sensors x0.45
  </Unicode>
  <Unicode Tok="tbeccm5">
    The ultimate counter measure for the enemy's ECM is ECCM Level V. /p/p

    System Cost = 270 /p
    Space Required = 90 /p
    Targeting Sensors x0.3
  </Unicode>
  <Unicode Tok="tbecm1">
    Electronic Counter Measure (ECM) Level I jams the battle computers of enemy ships with white noise at close range. /p/p

    System Cost = 30 /p
    Space Required = 15 /p
    ECM x1.15
  </Unicode>
  <Unicode Tok="tbecm2">
    ECM Level II interferes with the electromagnetic functionality of the enemy ship's battle computers at medium range. /p/p

    System Cost = 60 /p
    Space Required = 20 /p
    ECM x1.35
  </Unicode>
  <Unicode Tok="tbecm3">
    ECM Level III uses broad-spectrum electromagnetic noise to jam your enemies' battle computer, thus giving you the advantage in battle. /p/p

    System Cost = 120 /p
    Space Required = 35 /p
    ECM x1.65
  </Unicode>
  <Unicode Tok="tbecm4">
    ECM Level IV uses extremely high-energy waveforms to interfere with the computer systems used on enemy ships. /p/p

    System Cost = 240 /p
    Space Required = 55 /p
    ECM x1.9
  </Unicode>
  <Unicode Tok="tbecm5">
    ECM Level V combines multiple techniques to interfere with the sensors of opponents. The combination of these techniques reduce the range at which this ship can be detected by 120% per device. /p/p

    System Cost = 480 /p
    Space Required = 90 /p
    ECM x2.2
  </Unicode>
  <Unicode Tok="tbecnbot">Economic Robots increase the effectiveness of economic DEAs. They can count more beans per millisecond than any previous technology.</Unicode>
  <Unicode Tok="tbecocon">
    Any bioharvest DEA can build the Ecosystem Controller: a highly sophisticated and automated complex that regulates and balances the entire ecosystem of the region. A wide range of automated systems can cut, plant, exterminate, and modify any life form or strain in order to ensure long-range stability, diversity and fertility in the biomass. /p/p

    Increases Base Bioharvest DEA Capacity by 200% /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 300
  </Unicode>
  <Unicode Tok="tbenffsn">A Fighter Fusion Cannon with the Enveloping modification hits all shield facings at once, increasing the chances that a weak shield will buckle. Shields stop only 50% of the damage they normally would.</Unicode>
  <Unicode Tok="tbenfusn">A Fusion Cannon with the Enveloping modification hits all shield facings at once, increasing the chances that a weak shield will buckle. Shields stop only 50% of the damage they normally would.</Unicode>
  <Unicode Tok="tbenrgrc">
    Energy Reclamation reduces the overall energy consumption and consequent operation cost required for manufacturing and refinement processes. Energy Reclamation systems involve numerous tiny energy collectors capable of absorbing part of the energy lost or released during material processing on a molecular scale. The collectors can release this stored energy as electrical current or a variety of other useful forms. /p/p

    Mineral Conversion Rate of Industry DEAs +1
  </Unicode>
  <Unicode Tok="tbexprep">
    Any experiment must be reproduced and yield similar results if the tested hypothesis is to be accepted as a scientific discovery. Experiment Replicators define a standard, straightforward way to conduct any experiment, including guidelines for the experiment process that guarantee repeatability. /p/p

    Economy Overdriving Test Tubes +1
  </Unicode>
  <Unicode Tok="tbextass">
    The Extractor Assembly concept is the application of the assembly-line method on a nanometer scale. Using networks of programmable nano-robots, useful constituents can be extracted and processed from raw materials more efficiently and rapidly than with existing methods. Quality control is improved by increasing output precision to a molecular scale, yielding a significant reduction in discarded materials and failed products. /p/p

    Mineral Conversion Rate of Industry DEAs +1
  </Unicode>
  <Unicode Tok="tbfcng15">Gives the ability to face all 15 directions.</Unicode>
  <Unicode Tok="tbfcrstm">
    Reaching down dozen of kilometers into the crust requires more then simply better construction methods. Advances in energy fields have provided a solution that can be applied at any Mining DEA by building the facilities for Full Crust Mining. These facilities allow inertia dampers to block off concussion waves from earthquakes, while structural integrity fields allow the redistribution of the pressure of huge amounts of mass directly above any tunnel. Without these techniques, the deeper layers of the crust could not be reached safely for mining purposes. /p/p

    Increases Base Mine DEA Capacity by 100% /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Production Cost = 100 /p
  </Unicode>
  <Unicode Tok="tbffld01">
    The most basic shield technology absorbs small portions of the damage that strikes a ship before it breaks through to the armor. /p/p

    Shield Stopping Power is 50% /p
    Base Shield Strength is 50 Hull Points /p
    Base Shield Recharge Rate is 5 Shield Strength each 5 Seconds /p
    Base System Cost is 50 AUs /p
    Hull Space Occupied is 5% /p
  </Unicode>
  <Unicode Tok="tbffld02">
    Class II shields can absorb a minimal amount of damage that would otherwise reach the ship's armor. /p/p

    Shield Stopping Power is 54% /p
    Base Shield Strength is 75 Hull Points /p
    Base Shield Recharge Rate is 8 Shield Strength each 5 Seconds /p
    Base System Cost is 63 AUs /p
    Hull Space Occupied is 5% /p
  </Unicode>
  <Unicode Tok="tbffld03">
    Class III shields absorb damage from low-technology weapons systems, protecting the ship's armor and hull. /p/p

    Shield Stopping Power is 58% /p
    Base Shield Strength is 125 Hull Points /p
    Base Shield Recharge Rate is 13 Shield Strength each 5 Seconds /p
    Base System Cost is 79 AUs /p
    Hull Space Occupied is 5% /p
  </Unicode>
  <Unicode Tok="tbffld04">
    Class IV shields absorb a significant amount of damage from many weapons systems, protecting the ship's armor and hull. /p/p

    Shield Stopping Power is 62% /p
    Base Shield Strength is 200 Hull Points /p
    Base Shield Recharge Rate is 21 Shield Strength each 5 Seconds /p
    Base System Cost is 100 AUs /p
    Hull Space Occupied is 5% /p
  </Unicode>
  <Unicode Tok="tbffld05">
    A Class V shield is a powerful addition to the ship which can hold its own but will take a beating during a prolonged attack. /p/p

    Shield Stopping Power is 66% /p
    Base Shield Strength is 325 Hull Points /p
    Base Shield Recharge Rate is 34 Shield Strength each 5 Seconds /p
    Base System Cost is 126 AUs /p
    Hull Space Occupied is 5% /p
  </Unicode>
  <Unicode Tok="tbffld06">
    Class VI shields are a good first line of defense and allows you to stay in the fight longer. /p/p

    Shield Stopping Power is 70% /p
    Base Shield Strength is 525 Hull Points /p
    Base Shield Recharge Rate is 55 Shield Strength each 5 Seconds /p
    Base System Cost is 159 AUs /p
    Hull Space Occupied is 5% /p
  </Unicode>
  <Unicode Tok="tbffld07">
    Class VII shields give your ship the strength needed to live longer and prosper. /p/p

    Shield Stopping Power is 74% /p
    Base Shield Strength is 800 Hull Points /p
    Base Shield Recharge Rate is 89 Shield Strength each 5 Seconds /p
    Base System Cost is 200 AUs /p
    Hull Space Occupied is 5% /p
  </Unicode>
  <Unicode Tok="tbffld08">
    A Class VIII Shield offers your ship sound protection and a little piece of mind. /p/p

    Shield Stopping Power is 78% /p
    Base Shield Strength is 1375 Hull Points /p
    Base Shield Recharge Rate is 144 Shield Strength each 5 Seconds /p
    Base System Cost is 251 AUs /p
    Hull Space Occupied is 5% /p
  </Unicode>
  <Unicode Tok="tbffld09">
    Shields at a Class IX level provide solid protection from the most furious enemy attack. /p/p

    Shield Stopping Power is 82% /p
    Base Shield Strength is 2225 Hull Points /p
    Base Shield Recharge Rate is 233 Shield Strength each 5 Seconds /p
    Base System Cost is 317 AUs /p
    Hull Space Occupied is 5% /p
  </Unicode>
  <Unicode Tok="tbffld10">
    Class X shields offer unyielding protection so that you can take whatever the enemy dishes out, and more. /p/p

    Shield Stopping Power is 86% /p
    Base Shield Strength is 3600 Hull Points /p
    Base Shield Recharge Rate is 377 Shield Strength each 5 Seconds /p
    Base System Cost is 400 AUs /p
    Hull Space Occupied is 5% /p
  </Unicode>
  <Unicode Tok="tbflstrf">
    A False Traffic Array may be constructed in each Military DEA. These Arrays generate random encrypted traffic, some of it false but well formed, some of it nothing more than encrypted gibberish. These signals keep other civilizations' intelligence services busy, and help mask legitimate covert traffic. /p/p

    Production Cost = 80
  </Unicode>
  <Unicode Tok="tbfshd01">
    A shield generator designed to fit in a fighter ship. /p/p

    Shield Strength x0.33 /p
    System Cost x0.33 /p
    Shield Stopping Power x1 /p
    Shield Recharge Rate x1
  </Unicode>
  <Unicode Tok="tbftrarm">
    Fighter Armor has been customized to fit your fighter ships and provides solid protection against basic weapons. /p/p

    System Cost x0.33 /p
    Armor Value x0.50 /p
    Deflection x0.25
  </Unicode>
  <Unicode Tok="tbftrdsr">A Disrupter Beam for your Fighters.</Unicode>
  <Unicode Tok="tbftrdth">If you really want to make an impression, add a Death Ray that has been retrofitted for fighter ships. You will not soon be forgotten.</Unicode>
  <Unicode Tok="tbftrdwp">A weapons pod with dual Phasers, ready to be mounted on your fighter ships.</Unicode>
  <Unicode Tok="tbftrfsn">A Fusion Cannon ready to be installed on your fighter ships.</Unicode>
  <Unicode Tok="tbftrgas">A Gauss Cannon for Fighters.</Unicode>
  <Unicode Tok="tbftrgrv">A Graviton Beam that is ready for installation onto fighter ships.</Unicode>
  <Unicode Tok="tbftrion">An Ion Cannon that has been fitted for fighters. Ion Cannons disrupt electronics and cannot damage the hull of a ship.</Unicode>
  <Unicode Tok="tbftrlsr">A Laser Cannon ready for mounting on your fighters.</Unicode>
  <Unicode Tok="tbftrmas">Add a Mass Driver to your Fighters.</Unicode>
  <Unicode Tok="tbftrntr">A Neutron Cannon fitted for Fighter ships.</Unicode>
  <Unicode Tok="tbftrphs">A Phaser Beam that can be added to your fighter ships.</Unicode>
  <Unicode Tok="tbftrpls">A Plasma Cannon fitted for Fighters.</Unicode>
  <Unicode Tok="tbftrptc">A Particle Beam equipped to be added to your Fighters.</Unicode>
  <Unicode Tok="tbfuscan">
    The Fusion Cannon fires short range burst of superheated plasma and is a very powerful close range weapon. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 31 Hull Points /p
    Maximum Range: 6166 Gm /p
    Base Accuracy: 80% /p
  </Unicode>
  <Unicode Tok="tbgalnet">
    The phenomenon known as quantum entanglement allow the instantaneous transfer of information between two quantum-paired particles across any distance. The Galactic Cybernet, when installed in a Research DEA, exploits this effect, allowing real-time access to research resources anywhere else within the civilization. Real-time conferencing with colleagues elsewhere in the civilization is also provided as needed to prominent local researchers. /p/p

    Increases Research DEA Efficiency by 6 /p
    Production Cost = 180
  </Unicode>
  <Unicode Tok="tbgaussc">
    The Gauss Cannon is an extremely powerful linear accelerator which hurls a massive burst of tiny particles at nearly light speed./p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 97 Hull Points /p
    Maximum Range: 14066 Gm /p
    Base Accuracy: 50%
  </Unicode>
  <Unicode Tok="tbgeneng">
    One developed, Genetic Engineering is a valuable enhancement that can be instituted in any Bioharvest DEA. A Genetic Engineering center designs and produces various purpose-built life forms that are custom tailored to the local environment. The system includes both short- and long-term automated supervision of the engineered organisms which ensures that they remain stable and do not cause unforeseen impacts on the native ecology. /p/p

    Increases Bioharvest DEA Efficiency by 3 /p
    Production Cost = 100
  </Unicode>
  <Unicode Tok="tbgeohrm">
    The Geo-Harmonic Principle is a breakthrough in the nature of large-scale mining operations. Instead of mining based on external demands, the nature of each mine is analyzed so that mining operations efficiently remove any potentially valuable resources. Improved civilization-wide reporting of what each mine has to offer ensures that resources in demand are correlated to readily available supplies. /p/p

    Increases Mine DEA Efficiency by 1 for all mines in the Empire /p
  </Unicode>
  <Unicode Tok="tbgeores">
    The Geo-Resonance Paradigm is a revolution in the structure of empire-wide mining operations. Previous adjustments made to mining practices due to development of the Geo-Harmonic Principle were a good start, but they were just that: adjustments. Driving the Principle to its logical conclusion requires complete restructuring of the whole Paradigm of mining and distribution operations, but it is well worth the effort. /p/p

    Increases Mine DEA Efficiency by 2 for all mines in the Empire /p
  </Unicode>
  <Unicode Tok="tbgovbot">
    Government Robots increase the effectiveness of government DEAs. Vote for them and you won't regret it. /p/p

    Production Cost = 100 /p
    Government DEA Efficiency x1.33 /p
  </Unicode>
  <Unicode Tok="tbgravbm">
    The Graviton Beam streams its damage, making it great for taking out small ships but less effective in taking out large ships or ships with powerful shields. /p/p
    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 49 Hull Points /p
    Maximum Range: 13,433 Gm /p
    Base Accuracy: 70%
  </Unicode>
  <Unicode Tok="tbgrvfoc">
    Each planet can construct one Gravitational Focus Array. The Gravitational Focus Array creates and maintains precise maps of the gravitational field of the planet and, using artificial gravity waves, adjusts the field at a local level, normalizing the gravitational field towards the local population's standard level. /p/p

    Production Cost = 100 /p
    Minimum Turns To Build=4 /p
    Gravity Penalty -1
  </Unicode>
  <Unicode Tok="tbgyrods">Gyro Destabilizer disables enemy ship's pitch, roll and yaw control making it an easy target.</Unicode>
  <Unicode Tok="tbhelior">
    Irregularities in the solar output of a planet's star cause all sorts of problems for bioharvesting material. Installing a Helio Regulator at the planet helps prevent these issues. The Regulator is a highly specialized shield generator that can block harmful radiation (such as excessive ultraviolet radiation) from exposed areas. Monitoring satellites give advanced warning of areas that are vulnerable based on the dynamic conditions of the local primary sun. /p/p

    Increases Bioharvest DEA Efficiency by 2 for all Bioharvest DEAs on the planet /p
    Production Cost = 175
  </Unicode>
  <Unicode Tok="tbhghtin">
    Population-scale genetic screening ad engineering has produced an elite class of intellectuals capable of incredible mental feats. Able to retain and process significantly more information at once than others, these individuals are able to form theories from what would otherwise be regarded as insufficient data. /p/p

    Increases Research DEA Efficiency by 3 for all Research DEAs in the Empire /p
  </Unicode>
  <Unicode Tok="tbhnywar">
    The strength and versatility of the hexagon structure is well understood. By standardizing packing structures to use the hexagonal structure (i.e., Honeycomb Warehousing), spaceports become more efficient in both use of storage space and access to goods and materials. Moreover, the strength of the interlocking hexagon structure allows the storage units to be used as part of the building's structural integrity itself, which in turn liberates even more internal space for storage. /p/p

    Increases Spaceport DEA Efficiency by 1 /p
    Production Cost = 75
  </Unicode>
  <Unicode Tok="tbholipl">
    The economies of scale are well understood in academia. However, taking advantage of the economies of scale in everyday life requires deliberate effort by the population. By encouraging the populace to work in groups in the production, allocation, and use of resources and materials, industrial and economic output is improved without a corresponding cost in inputs. /p/p

    Economy Overdriving Industry +1
  </Unicode>
  <Unicode Tok="tbhoscom">
    It has become clear that subsidizing hotels and resorts by constructing Hospitality Campuses within any Recreation DEA is cost-effective. Hospitality Campuses encourage recreational and cultural efficiency by coordinating the specialized housing and entertainment needs for different types of visitors around central campus-style facilities designed to heighten the visitor's experience and provide multi-cultural opportunities under pleasant and monitored conditions. /p/p

    Increases Recreation DEA Efficiency by 1 /p
    Production Cost = 25
  </Unicode>
  <Unicode Tok="tbhpybot">Social Robots increase the effectiveness of Recreation DEAs and never shut up.</Unicode>
  <Unicode Tok="tbhrdshd">
    Hardened Shields adds an extra 100% protection to your current shield. /p/p

    System Cost = 250 /p
    Space Required x0.23 /p
  </Unicode>
  <Unicode Tok="tbhrmcon">
    The first stage of man construction projects involves clearing, rearranging, and excavating the building site. The institution of Harmonic Construction directs architects to minimize this cost and impact by designing the project with the existing terrain's potential in mind, and conversely to select building sites with the most pre-existing potential in supporting the project's required capabilities. /p/p

    Economy Overdriving Industry +1
  </Unicode>
  <Unicode Tok="tbhull00">
    Lancers comprise the smallest of all the ship classes with a base size of 50 internal units. Only fighters and missiles are smaller. /p

    Ship Capacity = 50 /p
    System Cost = 100
  </Unicode>
  <Unicode Tok="tbhull01">
    A Cutter is roughly 40% larger than a Lancer and is 96% as fast. /p/p

    Ship Capacity = 70 /p
    System Cost = 142
  </Unicode>
  <Unicode Tok="tbhull02">
    The sleek, fast Corvette cuts through space like a hot knife through butter. It is approximately 200% of the size of a Lancer, and 92% as fast. /p/p

    Ship Capacity = 100 /p
    System Cost = 204
  </Unicode>
  <Unicode Tok="tbhull03">
    A classic, the Frigate blazes through space like a Mrrshan escaping an Ichthytosian attack, at 88% Lancer speed. It is approximately twice the size of a Cutter. /p/p

    Ship Capacity = 140 /p
    System Cost = 298
  </Unicode>
  <Unicode Tok="tbhull04">
    Destroyers get the job done -- that is, if you want to dominate your enemy. Twice as large as a Corvette, and 84% the speed of a Lancer. /p/p

    Ship Capacity = 200 /p
    System Cost = 438
  </Unicode>
  <Unicode Tok="tbhull05">
    Graceful and strong, the Light Cruiser gets there in a blink of an eye, or at least 80% of the blink of a Lancer's eye. This hull style is twice the size of a Frigate.  /p/p

    Ship Capacity = 285 /p
    System Cost = 650
  </Unicode>
  <Unicode Tok="tbhull06">
    Cruisers get you there, no questions asked. This contains roughly twice the internal capacity of a Destroyer, and move at 76% the speed of a Lancer with the same engines.  /p/p

    Ship Capacity = 405 /p
    System Cost = 974
  </Unicode>
  <Unicode Tok="tbhull07">
    At double the size of a Light Cruiser, Battle Cruisers are the backbone of the fleet, built to fight and ready to rumble (along at 72% the speed of a Lancer). /p/p

    Ship Capacity = 575 /p
    System Cost = 1458
  </Unicode>
  <Unicode Tok="tbhull08">
    Battleships are the heavy workhorses of the fleet, moving at 68% the speed of a Lancer, but capable of carrying a wide variety of devastating space combat systems, twice as much as a Cruiser! /p/p

    Ship Capacity = 815 /p
    System Cost = 2264
  </Unicode>
  <Unicode Tok="tbhull09">
    The Dreadnought carries the heavier firepower in the fleet and therefore is almost always protected by a ring of lesser escort ships, which have no trouble keeping up as it only moves at 64% the speed of a Lancer. It has approximately twice the base capacity of a Battle Cruiser. /p/p

    Ship Capacity = 1155 /p
    System Cost = 3502
  </Unicode>
  <Unicode Tok="tbhull10">
    With twice the capacity of a Battleship, The Superdreadnought is sized to move large numbers of very heavy weapons systems and their massive power requirements through space at 60% the speed of a Lancer. /p/p

    Ship Capacity = 1635 /p
    System Cost = 5472
  </Unicode>
  <Unicode Tok="tbhull11">
    The Titan is twice the size of even the Dreadnought. Few shipyards are capable of building such massive ships! Maximum speed is 56% of Lancer speed./p/p

    Ship Capacity = 2310 /p
    System Cost = 8646
  </Unicode>
  <Unicode Tok="tbhull12">
    The Behemoth is a massive ship that can carry any weapon system. Its size has sometimes been compared to that of a small moon. With twice the capacity of a Superdreadnought (and moving at a stately 52% of Lancer speed), it is easy to see why. /p/p

    Ship Capacity = 3265 /p
    System Cost = 13706
  </Unicode>
  <Unicode Tok="tbhull13">
    Seeing this great beast of all battleships is a once-in-a-lifetime experience -- especially if it belongs to your enemy. At double the size of a Titan, this is the largest known class of interstellar ship.  It lumbers along at 48% of Lancer speed. /p/p

    Ship Capacity = 4615 /p
    System Cost = 22244
  </Unicode>
  <Unicode Tok="tbhvmssl">
    For Heavy Missiles use this as a starting point. /p/p

    System Cost x3.00 /p
    Near Damage x4 /p
    Far Damage x4 /p
    Space Required x1.75
  </Unicode>
  <Unicode Tok="tbhvyarm">
    When you apply Heavy Armor to your ship you provide a robust layer of protection against enemy fire. /p/p

    Increases Base System Cost by 600% /p
    Increases Base Armor Value by 300% /p
    Increases Base Armor Deflection Value by 50% /p
    System Cost x7.00
  </Unicode>
  <Unicode Tok="tbhvymnt">
    Heavy Mount doubles the size and cost of the weapon, while increasing  Damage potential by 50% and  maximum range by 30%. /p/p

    Space Required x1.75 /p
    System Cost x2 /p
    Near Damage x1.5 /p
    Far Damage x1.5 /p
    AccDisSt x1.3 /p
    AccDisEn x1.3 /p
    DmgDisSt x1.3 /p
    DmgDisEn x1.3 /p
    Firing Rate (higher = slower) x1.2 /p
    Planet Destroying Weapon
  </Unicode>
  <Unicode Tok="tbhydfrm">
    Hydroponic farms are a series of self-contained units that can be constructed in any region. Each hydroponic unit consists of tanks of water enriched with nutrients, minerals and various forms of photosynthetic-capable algae. Hydroponic farms require minimal external management; only a simple computer system is needed to regulate the nutrient and mineral levels. /p/p

    Produces 0.5 Food without requiring the presence of a Bioharvest DEA /p
    Production Cost = 15
  </Unicode>
  <Unicode Tok="tbhypslp">
    Interstellar voyages are long -- anywhere from weeks to years, depending on the distance. The Hypersleep Nexus is the processing facility for those passengers who would rather rest and regenerate in a relaxed, unconscious state than endure the monotony of space travel or such extended periods. By installing a Hypersleep Nexus, a spaceport can increase its passenger capacity considerably as passengers in Hypersleep require far less space and fewer amenities than conscious, active ones. Spaceports at each end of any transportation link must have at least this technology in order to trade with one another. /p/p

    Increases Spaceport DEA Capacity by 1 Level, Allowing Interstellar Trade by One Additional Jump /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Requires Minimum of 8 Population Points in Region Before Being Built /p
    Production Cost = 540
  </Unicode>
  <Unicode Tok="tbimfusn">The Improved version of the Fusion Cannon doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tbimgrvb">The Improved version of the Graviton Beam doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tbimlser">The Improved version of the Laser doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tbimntbl">The Improved version of the Neutron Blaster doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tbimpgst">
    The Imperial Seat is the top-most level of government authority and infrastructure within a civilization, serving as the location for its bureaucracy as well as the privy purse. The Imperial seat oversees each Sector Seat, and provides facilities and management of civilization-level projects and effort. The Imperial Seat is the economic, political, and military fulcrum upon which the entire civilization balances. /p/p

    Production Cost = 600 /p
    Minimum Turns To Build = 6 /p
    Employees required = 0.25
  </Unicode>
  <Unicode Tok="tbimphsb">The Improved version of the Phaser Beam doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tbimplsc">The Improved version of the Plasma Cannon doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tbintfch">
    In order for you to build a Fighter Interceptor type missile you will need this chassis to start. These fighters act similar to point defense weapons and only attack missiles or task forces at relatively short ranges. /p/p

    Space Required x1.50 /p
    System Cost x1.00 /p
    You are guaranteed to have this technology.
  </Unicode>
  <Unicode Tok="tbioncan">
    High-intensity beam weapon capable damage at medium range. Ion Pulse Cannons disrupt electronics but cannot damage the hull of a ship. /p/p
    Weapon Recharge Rate: 5.0 Seconds /p
    Maximum Damage: 33 Hull Points /p
    Maximum Range: 15,500 Gm /p
    Base Accuracy: 70% /p
    Armor Piercing: 80%
  </Unicode>
  <Unicode Tok="tbispnmn">
    Improved Spinal Mount doubles the size of the weapon, but costs 5 times as much as normal. It multiplies Damage potential by 3 and effective Range by 2. Unfortunately, it is slow firing, being 3.5 times slower than a standard mount. /p/p

    Space Required x2 /p
    System Cost x5 /p
    Near Damage x3 /p
    Far Damage x3 /p
    Firing Rate (higher = slower) x3.5 /p
    AccDisSt x2 /p
    AccDisEn x2 /p
    DmgDisSt x2 /p
    DmgDisEn x2 /p
    Planet Destroying Weapon
  </Unicode>
  <Unicode Tok="tblcltrn">
    While problematic over great distances, Local Transporters are effective over an area the size of a space port facility. By removing the need for access tunnels or corridors to connect stored materials physically, this Antaran technology increases the efficiency of space usage considerably. When an internal shipment order is placed, materials are conveniently beamed from a registered cell's co-ordinates directly to the destination vehicle in a matter of seconds, without any other intervention by machine or worker. /p/p

    Increases Spaceport DEA Efficiency by 4 /p
    Production Cost = 450 /p
    Minimum Turns To Build=3
  </Unicode>
  <Unicode Tok="tblendas">
    Large-scale economic development often requires considerable capital investments. Such capital is not always readily available even if the proposed development seems a very safe investment risk. By creating formal Lending Associations within a Government DEA, such projects can obtain the necessary capital, backed by the government treasury when necessary. /p/p

    Increases Base Government DEA Economic Capacity by 1 Level /p
    DEA Employees Required for 100% Productivity = 0.5 /p
    Production Cost = 200 /p
    Employees required = 0.5 /p
  </Unicode>
  <Unicode Tok="tblgshdg">
    A Large Shield Generator has relatively high shield strength but is much larger and more costly than a Standard Shield Generator: /p/p

    Increases Base Shield Strength by 50% /p
    Increases Base Shield Recharge Rate by 50% /p
    Increases Base System Cost by 100% /p
    Increases Hull Space Required by 100% /p
  </Unicode>
  <Unicode Tok="tblifsup">
    Provides life-critical systems for the crew's health and well being. All ships must have a Life Support module. /p/p

    Space Required x.02 /p
    System Cost = 40
  </Unicode>
  <Unicode Tok="tblitarm">
    A Light layer of armor is the standard thickness listed under the various Armor technologies. /p/p
    System Cost x1.00 /p
    Armor Value x1.00 /p
    Deflection x0.66
  </Unicode>
  <Unicode Tok="tblitmnt">
    Light Mounts can be used to add smaller weapons to your ships. Space used is 70% of a standard mount, while the cost is 75% of normal. Damage and Range are only reduced 20%. /p/p

    Space Required x0.80 /p
    System Cost x0.75 /p
    Near Damage x0.8 /p
    Far Damage x0.8 /p
    AccDisSt x0.8 /p
    AccDisEn x0.8 /p
    Firing Rate (higher = slower) x0.8 /p
    You are guaranteed to have this technology.
  </Unicode>
  <Unicode Tok="tblsercn">
    Highly focused beams of coherent light that deliver modest damage at long range. /p/p
    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 7 Hull Points /p
    Maximum Range: 7,166 Gm /p
    Base Accuracy: 70%
  </Unicode>
  <Unicode Tok="tbltmssl">
    Light Missiles are all built on top of this basic chassis. /p/p

    System Cost x2.00 /p
    Near Damage x2 /p
    Far Damage x2 /p
    Space Required x1.25
  </Unicode>
  <Unicode Tok="tbm1fusn">Reduces the size of the Fusion Cannon subsystem by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tbm1grvb">Reduces the size of the Graviton Beam weapon by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tbm1lser">Reduces the size of the Laser by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tbm1ntbl">Reduces the size of the Neutron Blaster by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tbm1phsb">Reduces the size of the Phaser Beam device by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tbm2fusn">Reduces the size of the Fusion Cannon subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tbm2grvb">Continues reducing the size of the Graviton Beam weapon below the level of Miniaturization I.</Unicode>
  <Unicode Tok="tbm2lser">Reduces the size of the Laser subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tbm2ntbl">Reduces the size of the Neutron Blaster subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tbm2phsb">Reduces the size of the Phaser Beam subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tbmanbot">
    Manufacturing Robots increase the effectiveness of industrial DEAs. They are built for hard labor and don't mind getting a little dirty. /p/p

    Production Cost = 100 /p
    Industry DEA Efficiency x1.33
  </Unicode>
  <Unicode Tok="tbmassdr">
    A Mass Driver fires a small mass at tremendous velocity. It has a longer range than a Plasma weapon, but is still a short-range weapon. Also of note is that damage is constant regardless of range. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 14 Hull Points /p
    Maximum Range: 5,733 Gm /p
    Base Accuracy: 50%
  </Unicode>
  <Unicode Tok="tbmasssn">
    Irregular gravity fields and gravity that is too weak are the most common causes of reduced productivity. Installing a Mass Synthesizer on a planet with either of these issues help salivate the negative effects by carefully placing additional matter in various locations to normalize the natural gravitational field. /p/p

    Production Cost = 100
    Minimum Turns To Build = 4
    Gravity Penalty -1
  </Unicode>
  <Unicode Tok="tbmatcmd">
    A planet may install a Matter Conversion Module to enhance its shipbuilding infrastructure. The Matter Conversion Module allows advanced alloys to be synthesized at the building site, thus allowing larger hulls to be constructed at the planet than would otherwise be possible. Without the module, these materials would have to be imported from elsewhere or lifted to the low-orbit construction site from the ground. /p/p

    Production Cost = 200 /p
    Maximum Hull Size On This Planet +1 /p
    Employees required = 0.125 /p
    You are guaranteed to get this technology.
  </Unicode>
  <Unicode Tok="tbmatcnv">
    Matter Converters can be installed at a Manufacturing DEA to increase its capacity to an astonishing degree. The minerals available for manufacturing at a region level are rarely in the right proportions compared to the desired products. Matter Converters use matter-energy conversion techniques to reform excesses of one mineral, producing the minerals that are currently in short supply. /p/p

    Increases Base Manufacturing DEA Capacity by 200% /p
    DEA Employees Required for 100% Productivity = 0.75 /p
    Consumes Minerals /p
    Production Cost = 900 /p
    Minimum Turns To Build = 3
  </Unicode>
  <Unicode Tok="tbmatfac">
    A successful combination of both gravity- and molecular-field manipulation, Matter Facilitators are the ultimate tool in Spaceports and are employed civilization-wide once developed. These small and convenient units, when activated, extend a complex energy field around any object they are placed against, which reduces the effects of gravity and inertia by an adjustable amount (from 50% to as high as 99.95% if necessary), thus allowing an individual to move even massive cargo containers with relative ease. /p/p

    Increases Spaceport DEA Efficiency by 1 for all Spaceport DEAs in the empire /p
  </Unicode>
  <Unicode Tok="tbmatpmd">
    A Materials Processor may be constructed at a planet to improve its shipbuilding capability. The construction of large ships requires the fabrication of large, seamless sections of armored hull. The material processor is used to generate these formed sections of hull on demand. /p/p

    Production Cost = 250 /p
    Maximum Hull Size On This Planet +1 /p
    Employees required = 0.125 /p
    You are guaranteed to get this technology.
  </Unicode>
  <Unicode Tok="tbmauler">
    A Mauler is a brute-force energy projector that fires a massive bolt of unrestrained destruction with a wide area of effect. /p/p

    Weapon Recharge Rate: 4.0 Seconds /p
    Maximum Damage: 679 Hull Points /p
    Maximum Range: 15,888 Gm /p
    Base Accuracy: 100% /p
    Shield Penetration: 50%
  </Unicode>
  <Unicode Tok="tbmcrplt">
    Limited application of gravity manipulation fields allow the reaction of Micro-Grav Pallets. Once installed in a Space Port, these nearly-frictionless hover platforms can be used for the rapid, low-stress transportation of both goods and personnel so less maneuvering space is needed in cargo-access areas. (The hard part, of course, is keeping beings from using them as racing vehicles.) /p/p

    Increases Spaceport DEA Efficiency by 3 /p
    Production Cost = 300
  </Unicode>
  <Unicode Tok="tbmedarm">
    Medium Armor equips your ship with a moderate layer of armor giving you a higher success rate in surviving an enemy attack. /p/p

    Increases Base System Cost by 200% /p
    Increases Base Armor Value by 100% /p
  </Unicode>
  <Unicode Tok="tbmediao">
    All governments need to inform their people about the laws, policies, and decisions of the government. For that purpose, the installation of Media Outlets is a key improvement for a Government DEA. The addition of media outlets allows the government, through this DEA, to project its authority more effectively, further reducing Unrest. /p/p

    Production Cost = 200 /p
    Employees required = 0.5 /p
    Anti-Corruption Capacity of Government DEAs +1
  </Unicode>
  <Unicode Tok="tbmedout">
    A Media Output Center can be installed at any Recreation DEA to improve its efficiency. The Center has two primary functions. The first is to disseminate information about the planet and what it has to offer, thus making it easier for visitors and local citizenry to enjoy these facilities. The second function is to provide specialized facilities where the masses can share a common media output experience, akin to ancient stadiums, arenas, strands and so forth, in a safe and controlled environment custom-tailored to each specific event. /p/p

    Increases Recreation DEA Efficiency by 2 /p
    Production Cost = 60
  </Unicode>
  <Unicode Tok="tbmegflx">
    Megafluxers use quantum effects to enable a ship to have more capacity than its size would indicate. A ship equipped with this item has 20% greater internal capacity. /p/p

    Ship Capacity x1.20
  </Unicode>
  <Unicode Tok="tbmetawv">
    The Antarans used proactive scanning techniques to detect vessels at great distances. The Metahex Wave Scanning facility, which can be constructed in a Military DEA, implements a version of their sensor systems in a ground facility. The scanners divide the space within range into fixed divisions, dubbed 'hexes' (for Hyperspace Echo X-tics, the unit of common measurement in space instituted by the Antarans). Each hex, in turn, is bombarded with a tachyon wave. The wave will return to the scanner, modified in form by any masses located within the hex. The size, profile, and vector of any ship in range can be identified using his system. While power-intensive, this scanning system provides invaluable data with a precision not otherwise possible. /p/p

    Production Cost = 600 /p
    Detection (Galaxy Map) +800 /p
    Minimum Turns To Build = 3 /p
  </Unicode>
  <Unicode Tok="tbmgares">
    Megaresort Facilities, when installed at a spaceport, convert it from mere transit point into a destination in its own right. Every effort is made to make the Megaresort a traveler's haven for any species that might visit, encouraging increased economic and social activity and drawing visitors from considerable distances. Generally, spaceport Megaresorts are where the best in vices can be discretely imbibed, notably gambling, controlled substances, illicit pleasures, and various shady dealings. Spaceports at each end of any transportation link must have at least this technology in order to trade with one another. /p/p

    Increases Spaceport DEA Capacity by 1 Level, Allowing Interstellar Trade by One Additional Jump /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Requires Minimum of 10 Population Points in Region Before Being Built /p
    Production Cost = 900
  </Unicode>
  <Unicode Tok="tbmgfdmd">The Magnetic field modification achievement lets the magnetic field of a planet be manipulated to better control the amount of solar wind that reaches the planet. This allows a planet to be terraformed an additional habitability ring, up to sweet spot, while reducing the cost. /p</Unicode>
  <Unicode Tok="tbmicrlt">
    Microlite Construction revolutionizes material processing and refinement techniques through the use of nano-machines. These nanorobots work efficiently to fabricate useful components from many sources -- even raw materials from bioharvest sources can be quickly processed and refined using microlite technology. Working from within the source material, these programmable nanorobots fabricate the desired building components without the need for complex external tools or facilities. /p/p

    Increases Base Manufacturing DEA Capacity by 50% for Minerals and 25% for Organics /p
  </Unicode>
  <Unicode Tok="tbmildcn">
    A planet that installs a Military Design Center becomes part of the overall ship design infrastructure of the civilization. With a contingent of the fleet design staff on-site, ship construction can tackle larger ship designs in less time by contacting the design experts to resolve questions and suggest improvements in the construction process. /p/p

    Production Cost = 650 /p
    Maximum Hull Size On This Planet +1 /p
    Employees required = 0.375 /p
    You are guaranteed to have this technology.
  </Unicode>
  <Unicode Tok="tbminanl">
    The Mineral Analysis Network is a distributed commuting system. A set of supercomputers coordinates the analysis, aided by the spare cycles of any other computer on the planet that is available to contribute. This system can rapidly generate useful data from various mineral-surveying sources and present a cohesive picture of the planetary mineral system. The data produced by this network can be used to improve the efficiency of any mining operation on the planet. /p/p

    Increases Mine DEA Efficiency by 2 for all mines on the planet /p
    Production Cost = 175
  </Unicode>
  <Unicode Tok="tbminbac">
    These highly-advanced, engineered bacteria use minerals as metabolites and are able to grow on almost completely barren worlds. They provide readily harvestable material on planets otherwise incapable of supporting bioharvesting efforts. /p/p

    Increases Bioharvest DEA Efficiency by 2 for all Bioharvest DEAs in the Empire /p
    Allows Bioharvesting on planets with Yellow 2 and Red 1 Habitability /p
  </Unicode>
  <Unicode Tok="tbminbot">
    Mining Robots increase the effectiveness of mining DEAs. You'll really dig these guys. /p/p

    Production Cost = 100 /p
    Mining DEA Efficiency x1.33
  </Unicode>
  <Unicode Tok="tbminiat">
    For many consumer products, size matters -- the smaller, the better. By incorporating nano-technology, many popular products and devices can be considerably reduced in size. This may lower the cost in materials, or allow new designs that command a higher price. /p/p

    Industry Output Value (goes to GDP) +4
  </Unicode>
  <Unicode Tok="tbmisba1">
    An immobile bunker that produces missiles. They have an infinite supply of the latest missile technology with enhanced speed and range. /p/p

    Production Cost = 100 /p
    Planet Defense +3 /p
    Missile Base /p
    Employees required = 0.2 /p
    Near Damage x4 /p
    Far Damage x4 /p
    Space Required x3.5 /p
    Number of missiles launched from base = 10
  </Unicode>
  <Unicode Tok="tbmisba2">A base that focuses on the development of missiles. This base has an endless stockpile of the latest missiles with enhanced speed and range.</Unicode>
  <Unicode Tok="tbmkybot">
    Entertainment Robots increase the effectiveness of entertainment DEAs and are always a big hit at parties. /p/p

    Production Cost = 100 /p
    Recreation DEA Efficiency x1.33
  </Unicode>
  <Unicode Tok="tbmobctr">
    A Mobilization Center gives your minions a place to muster before trying to save the universe. Task Forces can only be created at a Mobilization Center. /p/p

    Production Cost = 350 /p
    Employees Required = 0.5 /p
    Minimum Turns To Build = 3 /p
    You are guaranteed to have this tech.
  </Unicode>
  <Unicode Tok="tbmoistr">
    Moisture Regulators, designed originally to improve desert regions, can benefit any region seeking to improve its local ecology. These regulators take rainfall management a step further, actually adjusting the level of relative humidity in the atmosphere across the region. Moisture levels are adjusted over small areas to provide the ideal amounts for the local biosphere, increasing the amount of useful biomass within the region. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build = 2 /p
    Region Ecosystem Density +1
  </Unicode>
  <Unicode Tok="tbmoleex">
    An advanced and sophisticated Antaran technology, Molecular Extractors can be installed within any Mining DEA. Consisting of an array of sophisticated emitters tuned to the resonance frequency of desired elements in the rock, Molecular Extractors allow miners to search for specific minerals rapidly. Once deposits are located, the emitters can heat or chill them (as appropriate) to facilitate rapid removal. /p/p

    Increases Mine DEA Efficiency by 4 /p
    Production Cost = 150 /p
    Minimum Turns To Build = 3
  </Unicode>
  <Unicode Tok="tbmolers">
    Molecular Resequencing reclaims the otherwise useless bits of raw materials left over from other refining processes and reorganizes the molecules into usable forms. This technique is particularly useful for recycling material that has been damaged or which was flawed when originally constructed. /p/p

    Mineral Conversion Rate of Industry DEAs +1
  </Unicode>
  <Unicode Tok="tbmoumn">A Government DEA is more then just a place where the activities of the bureaucracy take place; it is a symbol of the civilization's power and authority. By building monuments, the government can celebrate key events, past leaders, and extol the greatness of the civilization. Such monuments reinforce the notion that the government has an active presence in the area, effectively increasing the reach of this DEAs influence on this planet and any nearby colonies.</Unicode>
  <Unicode Tok="tbmshd01">
    A shield generator designed to fit in the small chassis of a missile. /p/p

    Shield Strength x0.33 /p
    System Cost x0.33 /p
    Shield Stopping Power x1 /p
    Shield Recharge Rate x1
  </Unicode>
  <Unicode Tok="tbmslarm">
    Armor casing designed to protect missiles, allowing them a greater chance of reaching their target. /p/p

    System Cost x0.33 /p
    Armor Value x0.50 /p
    Deflection x0.25
  </Unicode>
  <Unicode Tok="tbnanods">
    Nanodisassemblers are microscopic machines capable of altering matter at the atomic level. When used for pollution control, they can considerably lessen the impact of industry on an ecosystem. /p/p

    Pollution Cleanup Costs (Units per AU) +0.5
  </Unicode>
  <Unicode Tok="tbnanoex">
    Any mining DEA can be enhanced with Nanotech Extractors. A system of self-guiding automatons are built and sent to patrol the tunnels of a mine. The extractors explore the surfaces of the exposed mining areas, quickly forming maps of the unexposed areas and highlighting those areas with useful materials. They also detect areas that could be hazardous if excavated. /p/p

    Increases Mine DEA Efficiency by 3 /p
    Production Cost = 100
  </Unicode>
  <Unicode Tok="tbnanofc">
    Nanofactories can be built within Manufacturing DEAs. Nanofactories design and produce custom artificial nano-bots specialized to generate any given structure. The bots are then seeded into the raw minerals, where they literally form the desired structure on the spot by re-forming the mineral on a molecular level. The only external equipment required is the computer system used to manage the nano-bots, and a central factory to produce the various types as needed by the local industry. /p/p

    Increases Base Manufacturing DEA Capacity by 150% /p
    DEA Employees Required for 100% Productivity = 0.75 /p
    Consumes Minerals /p
    Production Cost = 540
  </Unicode>
  <Unicode Tok="tbnanolb">
    Any Research DEA may construct Nanolabs, a series of self-contained, enclosed facilities that produce customized nanobots. These nanobots can produce any sort of material and construct virtually any molecule from its atomic components. Nanolabs are extremely space-efficient locations for the study of advanced matter reconstruction, engineering, and molecular chemistry. /p/p

    Increases Base Research DEA Capacity by 150% /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Production Cost = 540
  </Unicode>
  <Unicode Tok="tbneutbl">
    A Neutron Blaster fires a beam of radiation at long ranges and is highly effective against all known life forms. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 33 Hull Points /p
    Maximum Range: 11,627 Gm /p
    Base Accuracy: 70%
  </Unicode>
  <Unicode Tok="tbnoarmr">Elect to put no armor on this ship. /p</Unicode>
  <Unicode Tok="tbnrflsr">A Fighter Laser with the No Range Penalty Laser modification eliminates damage drop-off due to range.</Unicode>
  <Unicode Tok="tbnrlser">A Laser Cannon with the No Range Penalty Laser modification eliminates damage drop-off due to range.</Unicode>
  <Unicode Tok="tboptdat">
    This facility may be installed at a System Seat of Government. Once installed, the Optronic Data Analyzer collects, correlates, and analyzes all military sensor data from the entire system. This allows the system military forces to get a far clearer image of 'the big picture.' Known elements are designated as friendly, neutral, suspicious, and hostile forces in near real-time, allowing military monitoring personnel to review status and request instructions far more rapidly than without centralized data analysis. /p/p

    Production Cost = 400
  </Unicode>
  <Unicode Tok="tborbacc">
    Low-orbit construction of capital ships often requires the transfer of materials and personnel both to and from the surface. By installing an Orbital Access Module, the planet provides a facility dedicated to these transfers, decreasing the time and cost associated with these aspects of a project. /p/p

    Production Cost = 400 /p
    Maximum Hull Size On This Planet +1 /p
    Employees required = 0.25 /p
    You are guaranteed to have this technology.
  </Unicode>
  <Unicode Tok="tborbbio">
    Any planet can install an Orbital Biomonitoring system to improve bioharvesting efficiency across the planet. The system consists of a ground-based management center and several polar-orbit satellites. By monitoring growth, albedo, and various other data within each Bioharvest DEA planet-wide, global trends can be identified and used to improve the capabilities of each DEA. /p/p

    Increases Bioharvest DEA Efficiency by 1 for all Bioharvest DEAs on the planet. /p
    Production Cost = 60
  </Unicode>
  <Unicode Tok="tborbfrm">
    Orbital farms take advantage of continuous sunlight and unlimited are, to produce as much food as Hydroponic and Subterranean facilities combined.  Although initial construction costs are higher, once the platforms are in operation, they are almost entirely automated. /p/p

    Produces 1.5 Food without requiring the presence of a Bioharvest DEA /p
    Production Cost = 135
  </Unicode>
  <Unicode Tok="tborbitl">
    An Orbital Star Base does not move in combat, but the tremendous firepower and armor it can carry makes it a fortress to be reckoned with. /p/p

    Ship Capacity x1.5 /p
    System Cost x0.8 /p
    You are guaranteed to have this technology.
  </Unicode>
  <Unicode Tok="tborblth">
    While the concept of conducting mining surveys from orbit is fairly simple, the technology required to do so effectively is not. Once developed, an Orbital Lithoscanning facility can be installed at any planet, along with a series of polar-orbit satellites equipped with the scanning technology. This system improves the mining efforts of any Mining DEA on the planet. /p/p

    Increases Mine DEA Efficiency by 1 for all mines on the planet. /p
    Production Cost = 60
  </Unicode>
  <Unicode Tok="tborbtcc">
    Interstellar commerce is often unpredictable in both schedule and volume. Building an Orbital Traffic Control Center at a planet is one way to help bring order to the potential chaos, one world at a time. This large orbital station can be built around any planet that has a spaceport and includes an advanced computer tracking system, sensors, and powerful communication systems. The control system is linked to each spaceport at the planet, ensuring facilities and traffic control at each one keeps up with the needs of the merchant traffic in and near the planet. /p/p

    Increases Spaceport DEA Efficiency by 2 for all Spaceport DEAs on the planet /p
    Production Cost = 700
  </Unicode>
  <Unicode Tok="tborgcmp">
    Organic Composites are the logical evolution of advanced polymers. By adding trace amounts of minerals to the bio-harvesting supply before extraction, superior compounds can be produced by reinforcing the organic polymers with synthetic nano-fibers. /p/p

    Bioharvest Conversion Rate of Industry DEAs +1
  </Unicode>
  <Unicode Tok="tborgfac">
    Organic factories are an important improvement and are available for any Manufacturing DEA. They refine and produce a variety of lubricants, building materials and other compounds from various life forms and biomass. Improving Manufacturing Capacity by tapping bio-harvesting resources also makes balancing planetary resources easier. /p/p

    Increases Base Manufacturing DEA Capacity by 50% /p
    DEA Employees Required for 100% Productivity = 0.75 /p
    Consumes organic materials /p
    Production Cost = 180
  </Unicode>
  <Unicode Tok="tborintc">
    An optional installation for any Recreational DEA, the Orientation Complex is a formal welcoming and information center for anyone within the influence of that DEA. Guided tours of various attractions are available, as well as automatic guides that help arrange travel and accommodations. In-depth histories and explanations of the various cultural phenomena are also provided for the academically inclined. /p/p

    Increases Recreation DEA Efficiency by 3 /p
    Production Cost = 100 /p
    Recreation DEA Efficiency +3
  </Unicode>
  <Unicode Tok="tboriont">The Ancient Orions were true masters of the scientific process. Their research methodologies were fine-tuned over generations and the results of this process speak for themselves time and again. While costly during transition, adapting existing practices to make use of these techniques pays for itself (in scientific results) a hundred fold in just a few years.</Unicode>
  <Unicode Tok="tbpartba">A Particle Base specializes in the creation of particle based weapons. You will find a perpetual supply ready for use.</Unicode>
  <Unicode Tok="tbpartbm">
    Particle Beams send a high-intensity particle stream toward an enemy target. They are excellent mid-range weapons. /p/p

    Weapon Recharge Rate: 2.0 Seconds /p
    Maximum Damage: 49 Hull Points /p
    Maximum Range: 13,343 Gm /p
    Base Accuracy: 90% /p
    Shield Penetration: 10% /p
    Armor Piercing: 90%
  </Unicode>
  <Unicode Tok="tbphasbm">
    The Phaser Beam is a direct-fire point-to-point weapon, not the most powerful but very useful against missiles. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 48 Hull Points /p
    Maximum Range: 17,583 Gm /p
    Base Accuracy: 70%
  </Unicode>
  <Unicode Tok="tbplascn">
    A Plasma Cannon shoots bolts of energy at close range. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 213 Hull Points /p
    Maximum Range: 13,111 Gm /p
    Base Accuracy: 70%
  </Unicode>
  <Unicode Tok="tbplncmp">
    The Planetology Complex is a series of facilities that may be constructed on any planet to improve its ability to cleanup pollution problems. The complex focuses on ways the unique ecospheric aspects of the planet itself can be used to reduce sources of pollution. /p/p

    Production Cost = 100 /p
    Pollution Cleanup Costs (Units per AU) +0.5
  </Unicode>
  <Unicode Tok="tbplncon">
    The Pollution Control Center enhances the pollution cleanup capabilities of any planet that constructs one. By centralizing the management and allocation of pollution control and cleanup resources, the Center allows more sources o pollution to be reduced or cleaned up with the same budget. /p/p

    Production Cost = 100
    Pollution Cleanup Costs (Units per AU) +0.75
  </Unicode>
  <Unicode Tok="tbplncus">
    The Planetary Customs Office can be built on any planet with spaceports. The Office standardizes that civilization's customs procedures and facilities, in addition to providing customs information for other civilizations as a courtesy. This benefits each spaceport on the planet, improving their individual efficiency considerably. /p/p

    Increases Spaceport DEA Efficiency by 1 for all Spaceport DEAs on the planet. /p
    Production Cost = 240
  </Unicode>
  <Unicode Tok="tbplnpmp">The Planetary Core Heat Pumps Achievement moves heat between the surface and core of a planet, changing the surface temperature. This allows the core to act like a giant heat storage battery, further modifying the magnetic field and allowing a planet to be terraformed an additional habitability ring, up to sweet spot, while reducing the cost. /p</Unicode>
  <Unicode Tok="tbplnsd1">
    Absorbs damage from all normal attacks against a planet's surface. /p/p

    Shield Strength x5 /p
    Shield Recharge Rate x2.5 /p
    Production Cost = 100 /p
    Planet Defense +3 /p
    Employees required = 0.2 /p
    All empires are guaranteed to research this technology.
  </Unicode>
  <Unicode Tok="tbplrsnt">
    The Planetary Research Network may be installed at any planet to improve the efficiency of all of its Research DEAs. The Network consists of an array of low-orbit communication satellites and a ground-based control station. The network allows scientists from all over the planet to exchange ideas, view, and even take par in experiments by remote, and also allows for the rapid transfer large data streams. /p/p

    Increases Research DEA Efficiency by 3 for all Research DEAs on the planet /p
    Production Cost = 180
  </Unicode>
  <Unicode Tok="tbplscn1">Reduces the size of the Plasma Cannon by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tbplscn2">Reduces the size of the Plasma Cannon subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tbplsdom">
    A recreation DEA that installs a Pleasure Dome facility offers citizens the opportunity to take the trip of a lifetime without ever leaving the building. Using an induced sleep state and an advanced virtual reality system, the facility enables the citizen to take a trip to any pre-selected location, or to play a character in any sort of pre-existing source of fiction or history. Multiple citizens using the facility can enjoy these virtual journeys as a group if desired. /p/p

    Increases Recreational DEA Capacity by 1 Level, Increasing Unrest Reduction and Outreach of Unrest Reduction /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 100 /p
    Unrest -1 /p
  </Unicode>
  <Unicode Tok="tbplspcp">
    As computing technology improves, the need for computers significantly larger than what can be housed in an average science lab has diminished. The remaining experiments require superior computing power and need huge amounts of it. This need can be answered for any given planet by installing a Planetary Supercomputer. This supercomputer uses thousands of state-of-the-art processors in clusters. The availability of this massive computer for complex simulations frees more typical computers around the planet from long-duration computing runs, allowing other aspects of research to proceed on these machines while the Planetary Supercomputer carries out the heavy-duty processing. /p/p

    Increases Research DEA Efficiency by 6 for all Research DEAs on the planet /p
    Production Cost = 525
  </Unicode>
  <Unicode Tok="tbplybld">
    Many common building materials are either finite in supply, or have a long regeneration cycle if renewable. The development of synthetic fibers composed from renewable resources alleviates this. Any given building component crafted using polyfabrics will be lighter and use less material than the standard version, with comparable rigidity and durability, and improved tensile strength. /p/p

    Economy Overdriving Industry +1
  </Unicode>
  <Unicode Tok="tbpntdef">
    Point Defense weapons are specially designed to take out small, fast moving targets at close range. They are ideal for defending against missile and fighter attacks. /p/p

    Space Required x0.8 /p
    Near Damage x0.33 /p
    Far Damage x0.33 /p
    AccDisSt x0.75 /p
    AccDisEn x0.75 /p
    DmgDisSt x0.75 /p
    DmgDisEn x0.75 /p
    Firing Rate (higher = slower) x0.75 /p
    MultFire x2
  </Unicode>
  <Unicode Tok="tbpolprc">
    A series of Pollution Processors can be built on any planet to combat pollution problems. These complex factories receive harmful waste from all over the planet, and use energetic processes such as electrolysis to break down the waste into its molecular components, which can be recombined into useful products such as building materials. The resulting material is then distributed back into the planet's industry. /p/p

    Production Cost = 100 /p
    Minimum Turns To Build = 3 /p
    Pollution x0.667
  </Unicode>
  <Unicode Tok="tbprjmts">
    The larger the building project, the harder it is to manage and successfully complete in terms of time and budget. A planet can address this problem by installing Project Management Systems that provide facilities, equipment, and training for those in charge of capital ship construction projects. /p/p

    Production Cost = 300 /p
    Maximum Hull Size On This Planet +1 /p
    Employees required = 0.25
  </Unicode>
  <Unicode Tok="tbprsout">
    The Outpost Module contains all of the materials, equipment, and systems needed to construct a remote Outpost complex. It also provides additional quarters aboard the equipped vessel for administrative staff, and appropriate quarters for the general population of the outpost. Outposts are used on to lay claim to planets. /p/p

    System Cost = 50 /p
    Space Required = 75 /p
    Minimum Turns To Build = 2
  </Unicode>
  <Unicode Tok="tbpwrinf">
    Power Infrastructure is an improvement that can be installed on a per-region basis. Like transportation systems, power systems are often installed to only satisfy existing demands. A Power Infrastructure guarantees that future needs are accounted for, and mandates a systems design that conserves the amount of space necessary for power generation region-wide. A well-developed power system makes the region suitable for large-scale economic development. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build = 3 /p
    Infrastructure +0.25 /p
  </Unicode>
  <Unicode Tok="tbqntmlb">
    Quantum Labs may be constructed in Research DEAs. These labs are facilities housing advanced quantum-based computers. The unique nature of quantum computes requires specialized housing and power systems, which is why they are isolated from existing structures. Quantum computers can solve certain computational problems virtually instantaneously (where the most advanced standard computers would take months or even years to find the same answer). The installation of Quantum Labs frees up space throughout the DEA that was previously devoted to massive standard computers, allowing additional labs and support facilities to be installed in their place. /p/p

    Increases Base Research DEA Capacity by 200% /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Production Cost = 900
  </Unicode>
  <Unicode Tok="tbrecfba">A Recon Fighter Base provides a location for the development of Recon Fighters.</Unicode>
  <Unicode Tok="tbrecycf">
    Recycling Facilities are large complexes that can be built in a Manufacturing DEA. They use a series of chemical processes to break down organic wastes and by-products to create high-protein biomass that can subsequently be used in various other applications. /p/p

    Increases Base Manufacturing DEA Capacity by 100% /p
    DEA Employees Required for 100% Productivity = 0.75 /p
    Consumes organic materials /p
    Production Cost = 450
  </Unicode>
  <Unicode Tok="tbrecycm">
    Recycling Microbes are genetically engineered to metabolize a wide variety of industrial wastes. Depending on the waste composition, the microbes can convert it into harmless by products (those already present in the biosphere) or into compounds that are useful (such as building materials). /p/p

    Pollution Cleanup Costs (Units per AU) +0.25
  </Unicode>
  <Unicode Tok="tbreff01">Research Network allows scientists to more effectively share ideas increasing the efficiency of any research done in that DEA by adding 3 to the base research from the region.</Unicode>
  <Unicode Tok="tbrefine">
    Many products are made using the cheapest materials that will still yield reasonable quality. Advances in the synthesis of standard materials, and the development of advanced materials formed from readily-available compounds, allows such products to be manufactured at a higher quality, reduced cost, or both. /p/p

    Production Cost = 450 /p
    Employees required = 0.75 /p
    Bioharvest Input Capacity for Industry DEA +1 /p
  </Unicode>
  <Unicode Tok="tbrefint">
    Any Military DEA that needs improved scanning capacity can install the Refractive Interferometer. This system combines several scanners that monitor local radiation sources as well as detecting unusual particle emissions. These systems detect the presence of unaccounted-for weapons systems (namely those on inbound hostiles) at considerable distances. /p/p

    Production Cost = 200 /p
    Detection (Galaxy Map) +200
  </Unicode>
  <Unicode Tok="tbregdef">
    Regional Deflectors can be installed in a region to boost its defensive capabilities. The deflectors are a series of shield generators that each protect several square kilometers from aerial and orbital attacks. The shields can be extended to ground level if hostile ground forces approach. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build = 4
  </Unicode>
  <Unicode Tok="tbreinfc">
    Reinforced Construction can be applied to any region to improve its damage resistance. Reinforced Construction provides a series of external modifications to critical facilities. These modification features ablative surfaces to absorb energy and plasma damage, a shock-resistant interior material that absorbs explosive damage and the conclusive effects of weapon impacts. The reinforcement system must be almost completely destroyed before weapons can begin to damage the protected structure. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build = 4
  </Unicode>
  <Unicode Tok="tbresmet">
    Any region can construct a Residential Metroplex. Designed from the ground up and tailored to the local geography and existing facilities, the Metroplex can comfortably house far more citizens in an area than if the it was allowed to populate and fill naturally. /p/p

    Production Cost = 100 /p
    Maximum Population +1
  </Unicode>
  <Unicode Tok="tbrgrsch">
    The Regional Research Network can be established in any research DEA to improve the efficiency of all research within it. The Network provides standardized, rapid integration of all data within the DEA into a central repository. It also provides efficient, context-sensitive searching of the data for any researcher with access to the network. /p/p

    Research DEA Efficiency +3 /p
    Production Cost = 150
  </Unicode>
  <Unicode Tok="tbrobofc">
    Installing Robotic Factories in a Manufacturing DEA yields a significant capacity increase. These facilities are almost entirely self-regulating, needing primarily raw materials and power to operate. /p/p

    Increases Base Manufacturing DEA Capacity by 100% /p
    DEA Employees Required for 100% Productivity = 0.75 /p
    Consumes Minerals /p
    Production Cost = 300 /p
  </Unicode>
  <Unicode Tok="tbrobomn">
    A Robo Mining Plant can be built in any mining DEA. Its sole purpose is to produce an array of self-controlling, semi-aware robots that dynamically assist in the mining process. The robots can be controlled by local supervisors or operate autonomously, and they assist workers in the most difficult tasks down in the mines by handling the most hazardous and uncomfortable duties. /p/p

    Increases Mine DEA Efficiency by 2 /p
    Production Cost = 60
  </Unicode>
  <Unicode Tok="tbrobtec1">Increases the efficiency of your factories and allows for upgrades to your robotic workers.</Unicode>
  <Unicode Tok="tbrobtec2">Increases the efficiency of your factories and allows for upgrades to your robotic workers.</Unicode>
  <Unicode Tok="tbrobtec3">Increases the efficiency of your factories and allows for upgrades to your robotic workers.</Unicode>
  <Unicode Tok="tbrobtec4">Increases the efficiency of your factories and allows for upgrades to your robotic workers.</Unicode>
  <Unicode Tok="tbrocket">
    To begin production of Rockets you will need this chassis. /p/p
    Space Required x1.00 /p
    System Cost x1.00
  </Unicode>
  <Unicode Tok="tbrsrcmp">
    Research Campuses are an upgrade to the organization of a Research DEA, and any Research DEA may be improved using the technique. The Campuses are large-scale research complexes that provide computation and data resources in a central location and access points within each individual lab. By consolidating data systems out of the labs, space efficiency of the campus is higher than a more decentralized approach, and thus overall capacity is increased. /p/p

    Increases Base Research DEA Capacity by 100% /p
    DEA Employees Required for 100% Productivity = 0.33 /p
    Production Cost = 300
  </Unicode>
  <Unicode Tok="tbrsrvbk">
    As an economy grows, the flow of currency within it grows considerably, and a lack of available currency could stifle growth. Building Reserve Bank facilities within a Government DEA ensures that sufficient amounts of guaranteed currency are available for the local economy. /p/p

    Increases Base Government DEA Economic Capacity by 1 Level /p
    DEA Employees Required for 100% Productivity = 0.5 /p
    Production Cost = 360
  </Unicode>
  <Unicode Tok="tbsaninf">
    Every region requires some infrastructure to support its growing population. Sanitation Infrastructure, when installed in a region, standardizes the waste-handling and healthcare segments of this infrastructure, and accounts for future growth. A series of underground waste disposal and treatment facilities, coupled with distributed health-care facilities, ensure the region can continue to develop and flourish. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build = 3 /p
    Infrastructure +0.25
  </Unicode>
  <Unicode Tok="tbscfchs">
    Space Control Fighter Chassis gives you the framework for you to build a specialized fighter. These fighters will attack the enemy at large distances while your carriers stay back in safety. /p/p

    Space Required x3.00 /p
    System Cost x2.50 /p
    Near Damage x1.4 /p
    Far Damage x1.2
  </Unicode>
  <Unicode Tok="tbscibot">
    Research Robots increase the effectiveness of research DEAs, but never stop asking, "why?" /p/p

    Production Cost = 100 /p
    Research DEA Efficiency x1.33
  </Unicode>
  <Unicode Tok="tbscigld">
    This institution improves the research capabilities of the civilization. Scientists, Engineers, and various other intellectual members of the civilization are organized into local groups, which are encouraged to brainstorm new ideas and share breakthroughs with the rest of the community. Renowned contributors are invited to top-level "think tanks" to explore ideas that will become the major breakthroughs of the near and distant future. /p/p

    Economy Overdriving Test Tubes +1
  </Unicode>
  <Unicode Tok="tbscnres">
    Scanning Resonance Collectors are highly specialized nanomachines. These devices actually decouple target particles from their molecular bonds by inducing local harmonic resonance, and then construct the desired materials using the collected atoms. This process results in materials with a purity level far exceeding what would otherwise be possible, maximizing their structural properties and therefore reducing the amount of material required. /p/p

    Mineral Conversion Rate of Industry DEAs +1
  </Unicode>
  <Unicode Tok="tbscrdrs">
    Secreted Resins, when used as materials in projects that are expected to exhibit "wear and tear," confer significant savings. Wear to these materials exposes a resin, a carefully designed compound that only reacts when exposed to the local atmosphere. This resin expands and repairs the damage. This all but eliminates the need for routine maintenance, and increases the useful life of the project. These savings and reduced material cost directly improve a given economy's industrial output. /p/p

    Economy Overdriving Industry +1
  </Unicode>
  <Unicode Tok="tbsdckfc">
    The Space Dock Extension helps distinguish any planet constructing one as a significant shipbuilding world. Capital ship construction projects take place at a permanent structure, with the facilities and personnel to support larger hull designs. /p/p

    Production Cost = 500 /p
    Maximum Hull Size On This Planet +1 /p
    Employees required = 0.375 /p
  </Unicode>
  <Unicode Tok="tbsecbrd">
    Installation of a Securities Board within a Government DEA provides an important upgrade to the DEAs ability to manage the local economy. The taxing of industry, which is a crucial source of the funding necessary to provide government services and protection, becomes less difficult with such securities oversight in place. /p/p

    Increases Base Government DEA Economic Capacity by 1 Level /p
    DEA Employees Required for 100% Productivity = 0.5 /p
    Production Cost = 80
  </Unicode>
  <Unicode Tok="tbsecgst">The Sector Seat of Government may be installed at one of the existing System Seats within that sector. The Sector Seat provides an analogous level of coordination and authority for the sector as the System Seat does for the colonies within a single star system. Sector Seats, although taxing bodies, are primarily military in nature, thus they serve as the location for a civilization's vital Mobilization Centers. The Sector Seat will also coordinate system development and military operations in nearby sectors that do not (or cannot) have their own Sector Seats at present.</Unicode>
  <Unicode Tok="tbsensr1">
    The bare bones in detection systems, the Focus Detection Array allows you to see where you have not gone before. /p/p

    System Cost = 30 /p
    Space Required = 15 /p
    Targeting Sensors x0.8
  </Unicode>
  <Unicode Tok="tbsensr2">
    The High-Caliber Detection System takes early warning to the next level. But be careful: objects in the detection system may appear closer than they are (by 30%). /p/p

    System Cost = 90 /p
    Space Required = 20 /p
    Targeting Sensors x0.7
  </Unicode>
  <Unicode Tok="tbsensr3">
    With the X-Ray Transponder System you will be able to detect enemy ships further than ever before (45%, to be exact). /p/p

    System Cost = 150 /p
    Space Required = 35 /p
    Targeting Sensors x0.55
  </Unicode>
  <Unicode Tok="tbsensr4">
    Not detecting enemy ships soon enough? Try the Advanced Locator System. It has saved more lives than Silicoids have rocks. This makes objects appear 60% closer than they actually are. /p/p

    System Cost = 210 /p
    Space Required = 55 /p
    Targeting Sensors x0.4
  </Unicode>
  <Unicode Tok="tbsensr5">
    So, you want all the bells and whistles. The Ultimate Detector System makes objects appear 75% closer than they actually are. /p/p

    System Cost = 270 /p
    Space Required = 90 /p
    Targeting Sensors x0.25
  </Unicode>
  <Unicode Tok="tbshiplb">
    The Research Lab houses the ship's scientists and provides them with a workspace for their experiments. Each research lab adds +20 to your chance of discovering an Antaran X when sent on expeditions. /p/p

    System Cost = 50 /p
    Space Required = 75 /p
    RsrchVal +1
  </Unicode>
  <Unicode Tok="tbsmrtdr">
    Smart Drugs may represent the culmination of chemistry-based drug therapy. These compounds are designed to be effective with virtually every known sentient species. Any pre-existing conditions are treated, and the most common and severe diseases are all vaccinated in a single treatment. /p/p

    Population Growth x1.25
  </Unicode>
  <Unicode Tok="tbsmshdg">
    A Small Shield Generator is less effective than the Standard Shield Generator technology, but is less expensive and takes less space. Very useful for smaller ships: /p/p

    Base Shield Strength is 34% Less /p
    Base Shield Recharge Rate is 50% Less /p
    Base System Cost is 30% Less /p
    Hull Space Required is 50% Less /p
  </Unicode>
  <Unicode Tok="tbsocwrk">
    Capital ship construction projects bring together large numbers of workers and staff. Ensuring that the needs and desires of the construction crew are met is pivotal in completing a project within the time and cost required. A planet may install a Societal Workplace Module to ensure that the work environment is happy, healthy, and productive, even in own orbit at a massive orbital construction site. /p/p

    Production Cost = 350
    Maximum Hull Size On This Planet +1
    Employees required = 0.25
  </Unicode>
  <Unicode Tok="tbsoilen">
    One of the simplest ways to improve the natural capacity of a Bio-harvest DEA is to enrich its resources. By instituting and maintaining Soil Enrichment, the fertile areas of the DEA are expanded, and the capacity of existing areas is increased. /p/p

    Increases Base Bioharvest DEA Capacity by 50% /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 40
  </Unicode>
  <Unicode Tok="tbsoilrj">
    Soil Rejuvenators can be built in any Bioharvesting DEA. Central facilities produce and manage nano-bots that automatically aerate the soil and seed it with nutrients, rare minerals and needed metals. The process is computer controlled to ensure proper distribution of resources. /p/p

    Increases Base Bioharvest DEA Capacity by 150% /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 180
  </Unicode>
  <Unicode Tok="tbspcprt">
    Space Ports are the centers of interstellar commerce and tourism. Space Ports can be built in any region with a sufficient population and are the main asset deployed by Trading Outpost when constructed. Consisting of an orbital ship dock, ground-based landing strips, warehouses, logistics centers, fuel storage, terminals, and hangars, spaceports can be a bewildering array of structures. /p/p

    You are guaranteed to get this technology
  </Unicode>
  <Unicode Tok="tbspnlmt">
    The Spinal Mount places the weapon along the main axis of the ship. It's a very stable mounting, but has limited firing arc because it can only shoot in the direction the ship is pointing. Weapons in this mount are 3.5 times more expensive than Standard, while their Damage potential is doubled and Range is 50% greater. Fire Rate is 20% lower as well. /p/p

    Space Required x1.50 /p
    System Cost x3.5 /p
    Near Damage x2 /p
    Far Damage x2 /p
    Firing Rate (higher = slower) x2.2 /p
    AccDisSt x1.5 /p
    AccDisEn x1.5 /p
    DmgDisSt x1.5 /p
    DmgDisEn x1.5 /p
    Planet Destroying Weapon
  </Unicode>
  <Unicode Tok="tbspsfba">
    Building a Space Super Fighter Base gives you the capacity to add Space Super Fighters to your fleet. /p/p

    Production Cost = 100 /p
    Planet Defense +7 /p
    Employees required = 0.25 /p
    Number of fighters launched from base = 10
  </Unicode>
  <Unicode Tok="tbstdmnt">Standard Mounts are the Default mount type offering a good combination of compactness and Damage Potential. /p</Unicode>
  <Unicode Tok="tbstlcnv">
    The Stellar Converter is an enveloping weapon that attacks the target's shielding. If it hits, it hits with all its might, but if it misses it misses completely. This must be mounted on a Very Heavy Mount or something heavier in order to be considered a Planet Destroying Weapon. /p/p

    Weapon Recharge Rate: 8.0 Seconds /p
    Maximum Damage: 1,000 Hull Points /p
    Maximum Range: 28,000 Gm /p
    Base Accuracy: 100%
  </Unicode>
  <Unicode Tok="tbstndrd">
    Standardization focuses on improving production processes, independent of any particular product's design. By tightening machine tolerances and using measuring devices with higher precision, manufactured products can be produced that are interchangeable to a degree not previously realized. Product designers can capitalize on his improved standardization by designing products that are more compact and resilient, and therefore more valuable. /p/p

    Industry Output Value (goes to GDP) +3
  </Unicode>
  <Unicode Tok="tbstrshd">
    Structural Shielding is one of the most direct ways to help reduce damage done to a region by acts of war. When a region installs structural shielding, the various key facilities within the region are modified with point-blank deflection systems, usually with roof-mounted self-contained units including their own power systems. These systems minimize the damage caused by both space and ground assaults. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build = 4
  </Unicode>
  <Unicode Tok="tbstrshp">Starships balance stealth, mobility, and Warp Lane capability into a cohesive whole. They are the standard ship design. /p</Unicode>
  <Unicode Tok="tbstshdg">A Standard Shield Generator is the default listed under the individual shield technologies. /p</Unicode>
  <Unicode Tok="tbsubfrm">
    Subterranean Farms can be installed in any region to increase the local bio-harvest supply without significant surface space impact. Being constructed well within the surface of the planet, Subterranean Farms are suitable for construction almost anywhere. The farms are self-contained units, requiring only external power and transportation for the bioharvest output. Energy-to-Matter synthesizers and a sophisticated autonomous control system take care of everything else. /p/p

    Produces 1 Food without requiring the presence of a Bioharvest DEA /p
    Production Cost = 45
  </Unicode>
  <Unicode Tok="tbsubmot">
    The Subspace Motion Analyzer can be installed in a Military DEA to add subspace monitoring to its capabilities. It is know that the structure of sub-space bends and twists based on fluctuations in local gravity fields. Any mass produces some gravity, and therefore any nearby ships creates tiny ripples in subspace that can be recorded by this system. The motion analyzer allow even very stealthy warships to be detected at considerable distances and can identify their vector and approximate size. /p/p

    Production Cost = 360 /p
    Detection (Galaxy Map) +400
  </Unicode>
  <Unicode Tok="tbsunrdr">The sunlight redirection achievement focuses or disperses sunlight as needed to modify the amount of light reaching a planet's surface and therefore its temp. allowing a planet to be terraformed an additional habitability ring up to sweet spot while reducing the cost /p</Unicode>
  <Unicode Tok="tbsyse01">
    Thrusters allow for space travel, but are relatively slow and bulky. They are the most basic engine available. /p/p

    Base System Cost is 50 /p
    Hull Space Required is up to 40% /p
    Maximum Speed is 2000 /p/p

    This technology is guaranteed to be in the Technology Tree for all empires.
  </Unicode>
  <Unicode Tok="tbsyse02">
    Improved Thrusters are slightly smaller and more powerful than Thrusters and can generate greater maximum speeds. /p/p

    Base System Cost is 55 /p
    Hull Space Required is up to 37% /p
    Maximum Speed is 2800
  </Unicode>
  <Unicode Tok="tbsyse03">
    Fuel cells provide reserves that allow for efficient power management. /p/p

    Base System Cost is 60 /p
    Hull Space Required is up to 37% /p
    Maximum Speed is 3600
  </Unicode>
  <Unicode Tok="tbsyse04">
    Increases engine efficiency by diverting excess exhaust plasma and tapping it for use elsewhere. /p/p

    Base System Cost is 65 /p
    Hull Space Required is up to 35% /p
    Maximum Speed is 4400
  </Unicode>
  <Unicode Tok="tbsyse05">
    Increasing the ship's reserve fuel tank capacity so that it may travel further at a faster rate. /p/p

    Base System Cost is 70 /p
    Hull Space Required is up to 35% /p
    Maximum Speed is 5200
  </Unicode>
  <Unicode Tok="tbsyse06">
    Fuel reserves allow high speed-transport away from colony planets. /p/p

    Base System Cost is 75 /p
    Hull Space Required is up to 33% /p
    Maximum Speed is 6000
  </Unicode>
  <Unicode Tok="tbsyse07">
    These fuel cells provide a highly concentrated source of energy for the ship. /p/p

    Base System Cost is 80 /p
    Hull Space Required is up to 33% /p
    Maximum Speed is 6800
  </Unicode>
  <Unicode Tok="tbsyse08">
    Improves the ship's ability to store and use fuel giving it an extra boost to get out of trouble. /p/p

    Base System Cost is 95 /p
    Hull Space Required is up to 30% /p
    Maximum Speed is 7600
  </Unicode>
  <Unicode Tok="tbsyse09">
    Trilithium Crystals give maximum power to the ship for their weight and size. /p/p

    Base System Cost is 100 /p
    Hull Space Required is up to 30% /p
    Maximum Speed is 8400 /p
  </Unicode>
  <Unicode Tok="tbsyse10">
    An advanced warp technology that increases the efficiency of your ship's engines. /p/p

    Base System Cost is 105 /p
    Hull Space Required is up to 27% /p
    Maximum Speed is 9200 /p
  </Unicode>
  <Unicode Tok="tbftre01">
    Fighter Thrusters accelerate fighter travel through system space. They are the first upgrade to fighter engines available. /p/p

    Maximum Speed is 5200 /p
  </Unicode>
  <Unicode Tok="tbftre02">
    Improved Fighter Thrusters are slightly smaller and more powerful than Fighter Thrusters and can generate greater maximum speeds. /p/p

    Maximum Speed is 5700 /p
  </Unicode>
  <Unicode Tok="tbftre03">
    Fighter Fuel cells provide reserves that allow for efficient power management. /p/p

    Maximum Speed is 6200 /p
  </Unicode>
  <Unicode Tok="tbftre04">
    Increases Fighter engine efficiency by diverting excess exhaust plasma and tapping it for use elsewhere. /p/p

    Maximum Speed is 6700 /p
  </Unicode>
  <Unicode Tok="tbftre05">
    Increasing the Fighter's reserve fuel tank capacity so that it may travel further at a faster rate. /p/p

    Maximum Speed is 7200 /p
  </Unicode>
  <Unicode Tok="tbftre06">
    Fighter Fuel reserves allow high speed-transport. /p/p

    Maximum Speed is 7700 /p
  </Unicode>
  <Unicode Tok="tbftre07">
    These Fighter fuel cells provide a highly concentrated source of energy for the Fighter. /p/p

    Maximum Speed is 8200 /p
  </Unicode>
  <Unicode Tok="tbftre08">
    Improves the Fighter's ability to store and use fuel giving it an extra boost to get out of trouble. /p/p

    Maximum Speed is 8700 /p
  </Unicode>
  <Unicode Tok="tbftre09">
    Fighter Trilithium Crystals give maximum power to the Fighter for their weight and size. /p/p

    Maximum Speed is 9200 /p
  </Unicode>
  <Unicode Tok="tbftre10">
    An advanced Fighter warp technology that increases the efficiency of your Fighter's engines. /p/p

    Maximum Speed is 9700 /p
  </Unicode>
  <Unicode Tok="tbmise01">
    Missile Thrusters allow for Missiles to travel through space, but are relatively slow. They are the most basic Missile engine available. /p/p

    Maximum Speed is 7500 /p
  </Unicode>
  <Unicode Tok="tbmise02">
    Improved Missile Thrusters are slightly smaller and more powerful than Missile Thrusters and can generate greater maximum speeds. /p/p

    Maximum Speed is 7800 /p
  </Unicode>
  <Unicode Tok="tbmise03">
    Missile Fuel cells provide reserves that allow for efficient power management. /p/p

    Maximum Speed is 8100 /p
  </Unicode>
  <Unicode Tok="tbmise04">
    Increases Missile engine efficiency by diverting excess exhaust plasma and tapping it for use elsewhere. /p/p

    Maximum Speed is 8400 /p
  </Unicode>
  <Unicode Tok="tbmise05">
    Increasing the Missile's reserve fuel tank capacity so that it may travel further at a faster rate. /p/p

    Maximum Speed is 8700 /p
  </Unicode>
  <Unicode Tok="tbmise06">
    Missile Fuel reserves allow high speed-transport. /p/p

    Maximum Speed is 9000 /p
  </Unicode>
  <Unicode Tok="tbmise07">
    These Missile fuel cells provide a highly concentrated source of energy for the Missile. /p/p

    Maximum Speed is 9300 /p
  </Unicode>
  <Unicode Tok="tbmise08">
    Improves the Missile's ability to store and use fuel giving it an extra boost to get out of trouble. /p/p

    Maximum Speed is 9600 /p
  </Unicode>
  <Unicode Tok="tbmise09">
    Missile Trilithium Crystals give maximum power to the Missile for their weight and size. /p/p

    Maximum Speed is 9900 /p
  </Unicode>
  <Unicode Tok="tbmise10">
    An advanced Missile warp technology that increases the efficiency of your Missile's engines. /p/p

    Maximum Speed is 10200 /p
  </Unicode>
  <Unicode Tok="tbsysgst">
    An interstellar civilization requires a hierarchy of government several levels deeper than a civilization confined to a single world. The installation of a System Seat of Government provides the infrastructure and organization for one layer of this hierarchy. The System SAT's authority includes the planet it is built on and any other colony in the same star system belonging to that same civilization. Establishing a permanent System Seat also allows a variety of system-level projects to be undertaken and managed that would otherwise not be feasible due to a lack of inter-planet coordination and management. /p/p

    Production Cost = 200 /p
    Minimum Turns To Build = 2 /p
    Employees required = 0.5
  </Unicode>
  <Unicode Tok="tbsystsh">
    System Ships are designed to defend and fortify positions within a given star system. They are not built to withstand the rigors of Warp Lane travel, but are much larger than an equivalent Starship Hull. /p/p

    Ship Capacity x1.33 /p
    System Cost x0.9
  </Unicode>
  <Unicode Tok="tbtdbatt">
    The ever expanding demands for more facilities space in a military DA can be solved by constructing Transdimensional Battlements, an Antaran technology. Controlled dimensional gates allow any military base to expand some of its many hangars, barracks, and storage facilities into artificial pocket dimensions, safely hidden from external threats and readily accessible to those within the armored exteriors. /p/p

    Increases Military DEA Capacity by 1 Level, Increasing Unrest Reduction and Outreach of Unrest Reduction /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 900 /p
    Minimum Turns To Build = 3
  </Unicode>
  <Unicode Tok="tbthtscn">
    Any Military DEA can improve its intelligence capabilities by deploying the Thetaplex Scanning Array. The array includes a series of sensors, each keyed to a different range of the electromagnetic spectrum -- radio, x-ray, visible light, infra-red and ultra-violet. By working together and offering layered, integrated sensor sweeps of the entire emission spectrum, military assets can be deployed more effectively and over greater distances. /p/p

    Production Cost = 80 /p
    Detection (Galaxy Map) +100
  </Unicode>
  <Unicode Tok="tbtorped">
    The Torpedo Missile is the largest chassis for building a missile. /p/p

    System Cost x5.00 /p
    Near Damage x5 /p
    Far Damage x5 /p
    Space Required x2.5
  </Unicode>
  <Unicode Tok="tbtransd">The Transdimensional Portal allows travel between dimensions. Use at your own risk. /p</Unicode>
  <Unicode Tok="tbtricom">
    Installing a Tri-planar Command Center at a Military DEA significantly improves its command and control capabilities. The Command Center is mobile, with the Tri-planar designation indicating that it possess six degrees of freedom (it can travel in any direction, and can even become airborne or subterranean/submerged, as needed), making the Command Center for all military operations extremely survivable and able to project its authority in any situation. /p/p

    Increases Military DEA Capacity by 1 Level, Increasing Unrest Reduction and Outreach of Unrest Reduction /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 200 /p
  </Unicode>
  <Unicode Tok="tbtrninf">
    Transportation Infrastructure is a deliberate effort to improve a region's transportation systems, instituted in a manner similar to facilities installation. Normally, transportation capability in any area is designed with only the current needs in mind. Significant increase in those needs is often poorly handled, as the space that is needed for improvements is often already allocated. Instituting a transportation infrastructure in a region ensures that the system both meets existing needs, and has the resources available to rapidly expand in capability as needs increase. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build = 3 /p
    Infrastructure +0.25
  </Unicode>
  <Unicode Tok="tbtrppod">
    Troop Pods transport Ground Combat Armies to their destinations. /p/p

    System Cost = 75 /p
    Space Required = 40 /p
    Troop Capacity = 4
  </Unicode>
  <Unicode Tok="tbuhvarm">
    Ultra Heavy Armor provides the maximum in protection. No one in their right mind will want to mess with you when they see you in this armor. /p/p

    Increases Base System Cost by 1700% /p
    Increases Base Armor Value by 1500% /p
    Increases Base Armor Deflection Value by 100% /p
  </Unicode>
  <Unicode Tok="tbuhvmnt">
    Ultra Heavy Mounts are the largest non-spinal mounts available. They increase Cost and Space used by 4 times, while increasing Damage potential by 2.5 times and Range by 2.1 times. Rate of Fire is 60% slower than a Standard mount. /p/p

    Space Required x4 /p
    System Cost x4 /p
    Near Damage x2.5 /p
    Far Damage x2.5 /p
    AccDisSt x2.1 /p
    AccDisEn x2.1 /p
    DmgDisSt x2.1 /p
    DmgDisEn x2.1 /p
    Firing Rate (higher = slower) x1.6 /p
    Planet Destroying Weapon
  </Unicode>
  <Unicode Tok="tbundefg">
    The Unity Defense Grid is an upgrade for any Military DEA. It provides facilities planet-wide for additional defensive assets such as missile bases and orbital defense facilities. These locations are interlinked by a secure network, allowing central control from secure facilities located within the DEA. /p/p

    Increases Military DEA Capacity by 1 Level, Increasing Unrest Reduction and Outreach of Unrest Reduction /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 80
  </Unicode>
  <Unicode Tok="tbuspnmn">
    Ultra Spinal Mount is the heaviest but slowest mount available. Weapons mounted with this will not fire often, but when they do they will be felt by the target. Costs are increased by 7 times and Space Used is 3 times greater than a Standard mount. Damage potential is 5 times normal and Range is 2.5 times greater. Fire Rate is 500% slower. /p/p

    Space Required x3 /p
    System Cost x7 /p
    Near Damage x5 /p
    Far Damage x5 /p
    Firing Rate (higher = slower) x5 /p
    AccDisSt x2.5 /p
    AccDisEn x2.5 /p
    DmgDisSt x2.5 /p
    DmgDisEn x2.5 /p
    Planet Destroying Weapon
  </Unicode>
  <Unicode Tok="tbvhvarm">
    Very Heavy Armor shows your crew you care. It puts a substantial layer of protection between them and death. /p/p

    Increases Base System Cost by 1100% /p
    Increases Base Armor Value by 700% /p
    Increases Base Armor Deflection Value by 75% /p
  </Unicode>
  <Unicode Tok="tbvhvmnt">
    Very Heavy Mount increases Size and Cost by 3, while doubling Damage potential and improving Range by 70%. /p/p

    Space Required x2.75 /p
    System Cost x3 /p
    Near Damage x2 /p
    Far Damage x2 /p
    AccDisSt x1.7 /p
    AccDisEn x1.7 /p
    DmgDisSt x1.7 /p
    DmgDisEn x1.7 /p
    Firing Rate (higher = slower) x1.4 /p
    Planet Destroying Weapon
  </Unicode>
  <Unicode Tok="tbvltarm">
    A Very Light Coat of armor is roughly half as effective as a Light Coat of armor, but costs only 25% less. It has half the deflection value of a Light Coat, and is therefore only slightly more effective than wrapping the ship in aluminum foil. /p/p

    System Cost x0.75 /p
    Armor Value x0.50 /p
    Deflection x0.5
  </Unicode>
  <Unicode Tok="tbvrturb">
    Each region can employ Mass Vertical Urbanization. Using techniques originally developed for super-scalar vessel construction, urban housing constructs can be made far larger than those can currently seeing common use can. Advancements in the understanding of group culture make designing and operating such dense housing structures possible. /p/p

    Production Cost =  300 /p
    Maximum Population +1 /p
    Minimum Turns To Build = 2
  </Unicode>
  <Unicode Tok="tbintubr">
    Integration of housing, infrastructure, and workplace facilites into a completely self-contained Uberplex requires not only advanced structural and civic engineering technology, but also demands wholesale restructuring of economic relationships, if it is to succeed. /p/p

    Production Cost =  500 /p
    Maximum Population +1 /p
    Minimum Turns To Build = 3
  </Unicode>
  <Unicode Tok="tbweacon">
    Regions installing Weather Controllers enjoy the benefits of a weather system devoid of violent extreme conditions, such as lightning storms and extreme wind conditions. Rainfall amounts are also regulated to more ideal amounts and frequencies. By preventing damaging and hazardous weather conditions, loss of biomass due to weather effects is nearly eliminated. /p/p

    Production Cost = 150 /p
    Minimum Turns To Build = 2 /p
    Region Ecosystem Density +1
  </Unicode>
  <Unicode Tok="tbwrhd01">
    The Nuclear Warhead is the most basic missile device. /p/p

    Weapon Recharge Rate: 45.0 Seconds /p
    Maximum Damage: 112 Hull Points /p
    Base Accuracy: 95%
  </Unicode>
  <Unicode Tok="tbwrhd02">
    Quantum-level particles erupt fom within the Anionic Energy Warhead, giving it that little something extra to take out your enemy. /p/p

    Weapon Recharge Rate: 45.0 Seconds /p
    Maximum Damage: 165 Hull Points /p
    Base Accuracy: 95%
  </Unicode>
  <Unicode Tok="tbwrhd03">
    Upon impact, a Neutronium Warhead releases lethal levels of radiation toward the enemy. Death does not come quickly and the victim will suffer before expiring. /p/p

    Weapon Recharge Rate: 45.0 Seconds /p
    Maximum Damage: 243 Hull Points /p
    Base Accuracy: 95%
  </Unicode>
  <Unicode Tok="tbwrhd04">
    A Hercular Warhead contains substantially more capacity for destruction than previous models. /p/p

    Weapon Recharge Rate: 45.0 Seconds /p
    Maximum Damage: 357 Hull Points /p
    Base Accuracy: 95%
  </Unicode>
  <Unicode Tok="tbwrhd05">
    Smooth, fast and deadly, the Merculite Warhead sails through space like incandescent quicksilver. /p/p

    Weapon Recharge Rate: 45.0 Seconds /p
    Maximum Damage: 525 Hull Points /p
    Base Accuracy: 95%
  </Unicode>
  <Unicode Tok="tbwrhd06">
    A High Energy X-Ray Laser Warhead penetrates an enemy's ship faster than sound can travel through space. A lot faster, actually. /p/p

    Weapon Recharge Rate: 45.0 Seconds /p
    Maximum Damage: 773 Hull Points /p
    Base Accuracy: 95%
  </Unicode>
  <Unicode Tok="tbwrhd07">
    The advantage of the Scatter Pack Warhead is you can hit multiple locations on the enemy's hull with one shot. More bang for your buck. /p/p

    Weapon Recharge Rate: 45.0 Seconds /p
    Maximum Damage: 1,137 Hull Points /p
    Base Accuracy: 95%
  </Unicode>
  <Unicode Tok="tbwrhd08">
    An Ionic Pulsar Warhead generates a spherical burst of phased energy that strikes the nearest target's armor. /p/p

    Weapon Recharge Rate: 45.0 Seconds /p
    Maximum Damage: 1,673 Hull Points /p
    Base Accuracy: 95%
  </Unicode>
  <Unicode Tok="tbwrhd09">
    Energy Pulsar Warheads will generate a sudden, focused burst of energy toward an enemy vessel. /p/p

    Weapon Recharge Rate: 45.0 Seconds /p
    Maximum Damage: 2,462 Hull Points /p
    Base Accuracy: 95%
  </Unicode>
  <Unicode Tok="tbwrhd10">
    The Omega Warhead is the ultimate in missile technology. There will be few survivors to give feedback on its effectiveness. /p/p

    Weapon Recharge Rate: 45.0 Seconds /p
    Maximum Damage: 3,623 Hull Points /p
    Base Accuracy: 95%
  </Unicode>
  <Unicode Tok="tbwrpd01">
    The Retro Engine is the earliest form of Warp technology available. It allows free use of Warp Lanes. /p/p

    Base System Cost is 100 /p
    Hull Space Required is 10% /p
    Maximum Warp Speed is 85 /p/p

    This technology is guaranteed to be in the Technology Tree for all empires. /p
  </Unicode>
  <Unicode Tok="tbwrpd02">
    Nuclear Engines allow maximum mobility at Warp Level II. /p/p

    Base System Cost is 126 /p
    Hull Space Required is 9.5% /p
    Maximum Warp Speed is 105 /p
  </Unicode>
  <Unicode Tok="tbwrpd03">
    Sub-Light Drives allow maximum mobility at Warp Level III. /p/p

    Base System Cost is 158 /p
    Hull Space Required is 9% /p
    Maximum Warp Speed is 133 /p
  </Unicode>
  <Unicode Tok="tbwrpd04">
    Fusion Drives allow maximum mobility at Warp Level IV. /p/p

    Base System Cost is 200 /p
    Hull Space Required is 8.6% /p
    Maximum Warp Speed is 168 /p
  </Unicode>
  <Unicode Tok="tbwrpd05">
    Impulse Drives allow maximum mobility at Warp Level V and is the normal cruising speed. /p/p

    Base System Cost is 252 /p
    Hull Space Required is 8.1% /p
    Maximum Warp Speed is 211 /p
  </Unicode>
  <Unicode Tok="tbwrpd06">
    Ion Drives allow maximum mobility at Warp Level VI. /p/p

    Base System Cost is 318 /p
    Hull Space Required is 7.7% /p
    Maximum Warp Speed is 266 /p
  </Unicode>
  <Unicode Tok="tbwrpd07">
    Anti-Matter Drives allow maximum mobility at Warp Level VII. /p/p

    Base System Cost is 400 /p
    Hull Space Required is 7.4% /p
    Maximum Warp Speed is 336 /p
  </Unicode>
  <Unicode Tok="tbwrpd08">
    Inter-Phased Drives allow maximum mobility at Warp Level VIII. /p/p

    Base System Cost is 502 /p
    Hull Space Required is 7% /p
    Maximum Warp Speed is 422 /p
  </Unicode>
  <Unicode Tok="tbwrpd09">
    Hyper Drives are Warp Level IX and provide nearly infinite power. /p/p

    Base System Cost is 634 /p
    Hull Space Required is 6.6% /p
    Maximum Warp Speed is 532  /p
  </Unicode>
  <Unicode Tok="tbwrpd10">
    Maximum Warp Level, nearly impossible to reach and sustain. /p/p

    Base System Cost is 800 /p
    Hull Space Required is 6.3% /p
    Maximum Warp Speed is 672 /p
  </Unicode>
  <Unicode Tok="tbzstorf">
    This technology is an improvement that can be applied to any Military DEA. During installation, the DEA is enhanced by upgrading existing military facilities to make better use of vertical space, including underground storage bunkers, high-altitude launch platforms, and suborbital sensor systems. Cargo transport over vertical distance is addressed with high-speed mag-lev cargo elevators. Any future facilities at that Military DEA will also be constructed using these principles. /p/p

    Increases Military DEA Capacity by 1 Level, Increasing Unrest Reduction and Outreach of Unrest Reduction /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 600
  </Unicode>
  <Unicode Tok="tb_mints">
    Mints are key facilities in any Government DEA, as they are the only places on the planet where legitimate specie and currency can be produced. This legal tender is distributed locally as needed and uses specialized manufacturing processes and materials, plus advanced self-contained systems to thwart attempts at counterfeiting. /p/p

    Increases Base Government DEA Economic Capacity by 1 Level /p
    DEA Employees Required for 100% Productivity = 0.5 /p
    Production Cost = 600
  </Unicode>
  <Unicode Tok="tb_swlem">
    Large ships cannot be built on the surface of a planet, and therefore construction of these vessels is done in low orbit. The construction of a working and living environment orbital at this planet allows workers to remain on-station for extended periods, allowing the completion of larger and more complex hull designs. /p/p

    Production Cost = 175 /p
    Maximum Hull Size On This Planet +1 /p
    Employees required = 0.125
  </Unicode>
  <Unicode Tok="tb_traps">
    T.R.A.P.S. -- Transporter Relocation And Provisions Synthesizer -- is an installation that can be installed in any Military DEA to increase its effective capacity and area of influence. Military supplies and ordnance, personnel, even vehicles and small craft, can all be relocated on demand using this system. The Synthesizer can also create ammunition and explosive ordnance as needed, if supplied with sufficient external power. /p/p

    Increases Military DEA Capacity by 1 Level, Increasing Unrest Reduction and Outreach of Unrest Reduction /p
    DEA Employees Required for 100% Productivity = 0.67 /p
    Production Cost = 360
  </Unicode>
  <Unicode Tok="taesptrn">Espionage Training Requirement</Unicode>
  <Unicode Tok="taespyth">Espionage Youth Movement</Unicode>
  <Unicode Tok="tacybsec">Cyber Security Link</Unicode>
  <Unicode Tok="tanrlscn">Neural Scanners</Unicode>
  <Unicode Tok="tastltst">Stealth Suit</Unicode>
  <Unicode Tok="tateltrn">Telepathic Training</Unicode>
  <Unicode Tok="tapsionc">Psionics</Unicode>
  <Unicode Tok="taxensur">Xeno-Survivor Academy</Unicode>
  <Unicode Tok="tagenmut">Genetic Mutagens</Unicode>
  <Unicode Tok="tatrnres">Training Resistance Compensators</Unicode>
  <Unicode Tok="taimrtrn">Complete Immersion Training</Unicode>
  <Unicode Tok="tadployi">Deep Loyalty Indoctrination</Unicode>
  <Unicode Tok="tafearin">Base Fear Indoctrination</Unicode>
  <Unicode Tok="taxeneva">Xeno-evasion Doctrine</Unicode>
  <Unicode Tok="tanonlin">Nonlinear Thinking</Unicode>
  <Unicode Tok="tapsisig">Psi-signature Dampening Field</Unicode>
  <Unicode Tok="tacrmbck">Automated Criminal Background Checks</Unicode>
  <Unicode Tok="taspyrec">Foreign Spy Recognition Database</Unicode>
  <Unicode Tok="tadisfrt">Disguised Freighters</Unicode>
  <Unicode Tok="tabcknav">Backwater Navigation</Unicode>
  <Unicode Tok="tabrdscn">Border Scanning Array</Unicode>
  <Unicode Tok="taedgscn">Fine-Edge Scanning</Unicode>
  <Unicode Tok="taintpar">Institutionalized Paranoia</Unicode>
  <Unicode Tok="tbesptrn">
    Many of the skills useful for espionage -- situational awareness, quick and objective thinking, and the ability to operate under stress -- are useful traits for a variety of other jobs. When the Espionage Training Requirement is instituted, potential assets are steered towards these jobs and given training in these skills (ostensibly for their careers). Those that train well are then recruited; those that do not are discreetly removed from consideration. The reduced need for dedicated training programs reduces the cost to recruit spies. /p/p

    Spy Training Cost x0.75
  </Unicode>
  <Unicode Tok="tbesptyh">
    Legendary espionage agents often seem to have innate talents that set them above the rest. However, studies have shown that these skills are not innate, but rather developed during youth. By designing programs that build these skills into the educational system, candidate assets are more likely to exhibit improved competence at these skills. This reduces the cost of recruiting spies, as they need less initial training. /p/p

    Spy Training Cost x0.75
  </Unicode>
  <Unicode Tok="tbcybsec">
    Spies equipped with Cyber Security Links can covertly tap into any computer network without external equipment. The link includes automated password-breaking routines that allow the agent to gain access with minimal effort. This improves an agent's success rate in various tasks involving their offensive capabilities. /p/p

    Spy Dagger +1
  </Unicode>
  <Unicode Tok="tbnrlscn">
    Neural Scanners allow equipped agents to locate target personnel over great distances, despite most efforts at subterfuge. The scanners are not true mind-readers; however, they can home in on the most fundamental aspect of a mind, its identity. Whether the person is a target for assassination or merely a guard with appropriate access to a target facility, neural scanners simplify many espionage actions by reducing the amount of time and effort required to search for assets. New agents exhibit increased proficiency at tasks that are primarily offensive in nature. /p/p

    Spy Dagger +1
  </Unicode>
  <Unicode Tok="tbstltst">
    The stealth suit is essentially a combination of camouflaged attire and a personal cloaking device. It allows the wearer to blend into most surroundings, greatly improving the agent's ability to evade detection and capture. The suit considerably improves an agent's defensive and evasive capabilities. /p/p

    Spy Cloak +1
  </Unicode>
  <Unicode Tok="tbteltrn">
    All beings have limited telepathic capability, given suitable training. This is often limited to sensing the true feelings of nearby beings -- such as goodwill or malice, deceit or honesty. However, even this limited extra-sensory perception can make a world of difference to an agent conducting a covert mission in the field. Telepathic Training improves an agent's capabilities in almost any situation, both in accomplishing an objective and in escaping undetected. /p/p

    Spy Dagger +1 /p
    Spy Cloak +1
  </Unicode>
  <Unicode Tok="tbpsionc">
    Psionics are the result of artificially enhanced telepathic abilities. Agents with psionic enhancement can influence the thoughts of those around them. This allows an agent to pass through secured areas literally unnoticed by guards, for example. ("We don't need to see his identification. You can go about your business. Move along.") Psionics makes agents both more effective at conducting missions and at extricating themselves from a compromised position. Psionic agents exhibit considerably improved capabilities in any covert operation. /p/p

    Spy Dagger +1 /p
    Spy Cloak +1
  </Unicode>
  <Unicode Tok="tbxensur">
    An agent operating in another civilization's territory is always in danger, even if it is not readily apparent. The Xeno-Survivor Academy is a set of additional training sessions for new agents where they learn how to survive without outside support when necessary. This includes addressing personal, physical needs as well as detecting and evading hostiles. As a group, spies with this training tend to survive more missions and return home safely than those agents in the field without Xeno-Survivor training. /p/p

    Spy Luck +5
  </Unicode>
  <Unicode Tok="tbgenmut">
    Agents with Genetic Mutagens are able to morph appearance and even physiology (to a limited extent) so as to appear to be a member of another species. This allows the agent to appear as a nondescript member of one of the target civilization's species. Mutagens allow agents in danger of capture to alter their appearance drastically within moments, better enabling them to evade or mislead their pursuers. Agents enhanced with Mutagens enjoy substantially higher success and survival rates than those without. /p/p

    Spy Dagger +1 /p
    Spy Cloak +1 /p
    Spy Luck +1
  </Unicode>
  <Unicode Tok="tbtrnres">
    Training an agent in the arts of interstellar espionage is a long and expensive process. Often, despite the will to serve, agents have reservations about some of the important tasks that they might be expected to perform. Training Resistance Compensators help alleviate these reservations and remove squeamishness, thus allowing agents to be trained in the necessary skills more quickly. The time to recruit and train a spy for field work is reduced. /p/p

    Spy Training Time (in turns) -1
  </Unicode>
  <Unicode Tok="tbimrtrn">
    Designing an espionage training program is no trivial task.  Thankfully, there are well known education techniques which can be adapted to serve. For example it has long been known that being forced to function completely immersed in a culture, all day, every day, results in much faster acquisition and mastery of the culture’s language.  In much the same way, complete immersion in a (partially simulated) espionage environment reduces the time required to train a spy for field work. /p/p

    Spy Training Time (in turns) -1
  </Unicode>
  <Unicode Tok="tbdployi">
    An agent facing interrogation faces more physical and mental stress than almost any other imaginable situation. Resisting these stresses while remaining loyal to the civilization that put the agent in that very position is what Deep Loyalty Indoctrination is all about. During training and between missions, agents are reminded of the reasons they risk such situations and how their civilization benefits from, and appreciates, these efforts. This is driven into agents in such a manner as to be recalled even more vividly as the agent's stress level increases, thus ensuring they will remember their loyalty even under interrogation or torture. An agent receiving this conditioning is somewhat less likely to break down under stress or interrogation./p/p

    Spy Loyalty +5
  </Unicode>
  <Unicode Tok="tbfearin">
    Base Fear Indoctrination modifies the psyche of agents at an incredibly fundamental level. The negative aspects of the fear response -- hesitation, indecision, and panic -- are almost totally stricken from the agent's fear response, replaced with positive aspects such as determination and improvisation. Any innate positive responses to fear (such as the human adrenaline response) are reinforced. Agents with this indoctrination are much less likely to fail under stress, or talk when being interrogated or tortured. /p/p

    Spy Loyalty +5
  </Unicode>
  <Unicode Tok="tbxeneva">
    Agents should endeavor to make their presence known to as few others as possible during a mission. This basic tenet is taught as Xeno-Evasion Doctrine, a formal training program designed to teach agents how to avoid attention (even in plain sight of others). A spy with this training is somewhat more likely to escape detection and capture. /p/p

    Spy Cloak +1
  </Unicode>
  <Unicode Tok="tbnonlin">
    An agent in a compromised position often escapes only by successfully doing what pursuers fail to anticipate. Nonlinear Thinking involves a series of training scenarios that encourage the agent to gain the upper hand in various situations by finding unobvious solutions to the problem. Agents training in these thought processes are less likely to be identified or caught. /p/p

    Spy Offense (to not be catched) +5
  </Unicode>
  <Unicode Tok="tbpsisig">
    Advanced counter-espionage equipment can isolate a mental desire to evade detection or capture and thus lead security forces directly to their quarry. The Psi-signature Dampening Field shields an agent's mind from such equipment, registering the agent as someone with proper respect and wariness of the security forces using such equipment. Agents equipped and trained with these devices are much less likely to be spotted or captured. /p/p

    Spy Offense (to not be catched) +5
  </Unicode>
  <Unicode Tok="tbcrmbck">
    Enemy agents will routinely pass through various security procedures using falsified identification. Automated Criminal Background Checks covertly improve even the most casual-appearing identification checks (such as those conducted when purchasing goods from a private store) to include a check against the civilization's list of known criminals. Any matches are directed to nearby security forces without alerting the suspect. Enemy spies are less likely to escape detection and capture when these checks are put in place. /p/p

    Spy Defense (to catch enemy spies) +5
  </Unicode>
  <Unicode Tok="tbspyrec">
    Using the best currently available covert identification technology, passers-by in various areas are surreptitiously scanned. If their profile matches that of any known criminal, a silent alert is issued to the nearest security forces. The Database makes the detection and capture of enemy agents much easier. /p/p

    Spy Defense (to catch enemy spies) +5
  </Unicode>
  <Unicode Tok="tbdisfrt">
    One of the oldest and most effective ways to enter and leave any Star System without proper authorization is to hide within some other, authorized transportation. When an agent needs to enter or leave a star system discreetly, a candidate freighter is temporarily modified with a shielded compartment. If possible, this is done without even the crew's knowledge, by placing the compartment in an inaccessible area, such as within a bulkhead. This makes it easier for an agent to get into and out of another civilization's territory. /p/p

    Spy Insertion Success +5
  </Unicode>
  <Unicode Tok="tbbcknav">
    Backwater Navigation is used to bypass closely-guarded borders. The agent uses transportation that either goes through a third civilization sharing a less-secure border with the target civilization, or uses a circuitous 'deep-space' approach to a backwater system. This makes it much easier for an agent to get into and out of unwelcoming territory unquestioned. /p/p

    Spy Insertion Success +5
  </Unicode>
  <Unicode Tok="tbbrdscn">
    Detecting the covert movement of spies outside of established traffic lanes is difficult since such agents generally rely on very stealthy, lone vessels. Border Scanning Arrays are deployed to combat this. The array consists of a series of automated remote scanning buoys that can detect the passage of even very small objects and faint engine emissions; any such detections alert rapid response forces to the area, as does any buoy that fails to respond to frequent automated status confirmations. Enemy agents find it harder to covertly enter or leave the civilization's territory. /p/p

    Catch enemy spies +5
  </Unicode>
  <Unicode Tok="tbedgscn">
    Spies often travel into or out of territory by secreting themselves aboard legitimate merchant traffic. Fine-Edge Scanning makes use of high-resolution scanners to identify vessels whose hull structure and material exhibit modification of stock designs and sound engineering principles; these vessels are subjected to exhaustive onboard searches of the modified areas. Enemy agents have a much harder time sneaking into or out of friendly territory. /p/p

    Catch enemy spies +5
  </Unicode>
  <Unicode Tok="tbintpar">
    Security forces will often recognize suspicious beings, but will hesitate to act because they cannot identify what arouses their suspicion. Institutionalized Paranoia is a training process that encourages these forces to consider these nebulous impulses carefully, and act on them when necessary. Consequently, enemy spies have a harder time escaping attention by internal security. /p/p

    Spy Defense (to catch enemy spies) +5
  </Unicode>
  <Unicode Tok="tascigld">Science Guilds</Unicode>
  <Unicode Tok="tadatast">Database Standardization</Unicode>
  <Unicode Tok="taexprep">Experiment Replicators</Unicode>
  <Unicode Tok="taoritch">Ancient Orion Techniques</Unicode>
  <Unicode Tok="tbscigld">
    Science Guilds improve the research capabilities of the civilization. Scientists, Engineers, and various other intellectual members of the civilization are organized into local groups, which are encouraged to brainstorm new ideas and share breakthroughs with the rest of the community. Renowned contributors are invited to top-level "think tanks" to explore ideas that will become the major breakthroughs of the near and distant future. These Science Guilds reduce the costs associated with overdriving the normal research process. /p/p

    Economy Overdriving Test Tubes +1
  </Unicode>
  <Unicode Tok="tbdatast">
    Scientific research and advancement is built upon a foundation of data, which must be collected, verified, and analyzed. Database Standardization institutes standardized database formats and requires all database systems to be fully compatible with one another. Data processing and analysis tasks thus take far less time and less user know-how, freeing more of the scientist's time for research-related tasks. These improvements reduce the cost of overdriving normal research progress. /p/p

    Economy Overdriving Test Tubes +1
  </Unicode>
  <Unicode Tok="tbexprep">
    Any experiment must be reproduced and yield similar results if the tested hypothesis is to be accepted as a scientific discovery. Experiment Replicators define a standard, straightforward way to conduct any experiment, including guidelines for the experiment process that guarantee repeatability. The result is a reduction in the cost associated with conducting research in a reduced timeframe. /p/p

    Economy Overdriving Test Tubes +1
  </Unicode>
  <Unicode Tok="tboritch">
    The Ancient Orions were true masters of the scientific process. Their research methodologies were fine-tuned over generations and the results of this process speak for themselves time and again. While costly during transition, adapting existing practices to make use of these techniques pays for itself (in scientific results) a hundredfold within just a few years. These techniques reduce the cost of conducting research more rapidly than normally allowed. /p/p

    Economy Overdriving Test Tubes +1
  </Unicode>
  <Unicode Tok="tbastuni">
    The Astro University is a central institute of learning for the any planet that constructs one. It includes advanced facilities, data storage, and a networking system that allows for rapid dissemination of information to the rest of the education facilities on the planet. The university includes many campuses and courses and offers specialized programs in every field of science, labor, and practice -- considerably improving the economic output of the planet in all areas. An Astro University improves the manufacturing, research, bioharvest, and mining output of each planet that installs one. /p/p

    Production Cost =  200 /p
    Industry per population point x1.4 /p
    Research per population x1.4 /p
    Bioharvest per population x1.4 /p
    Mining per Population x1.4 /p
  </Unicode>
  <Unicode Tok="tbsysuni">
    A System University can be established at any System Seat. It brings together experts, teachers, and researchers from throughout the system and provides more resources for training advanced students than are available at local levels. By providing a better-trained workforce, a System University enhances productivity system-wide. A System University improves the Manufacturing, Research, Bioharvest, and Mining output of each planet in the system. /p/p

    Production Cost = 400 /p
    Industry per population point x1.3 /p
    Research per population point x1.3 /p
    Bioharvest per population point x1.3 /p
    Mining per population point x1.3
  </Unicode>
  <Unicode Tok="taanrdst">Anti-Redundancy Structuring</Unicode>
  <Unicode Tok="tbanrdst">
    Many government offices and departments possess bureaucratic elements that are similar, yet these are often developed independently. Anti-Redundancy Structuring reduces overhead by eliminating this repeated, wasted effort. Tasks and processes shared by multiple organizations are redefined into a single version fully suitable to address the needs of each organization. This reduces the cost overhead associated with government regulation. /p/p

    Heavy Foot Of Government x0.97
  </Unicode>
  <Unicode Tok="taplncom">Planetary Commodities Market</Unicode>
  <Unicode Tok="tbplncom">
    The Planetary Commodities Market is a series of facilities that may be constructed at any planet. It makes trading in commodities between disparate areas of the planet far easier through the use of electronic commerce and negotiation systems. Various cargo-trading companies that operate on the planet are encouraged to offer discounted rates for business done at the Commodities Market. The government recoups the costs of operating the Market by collecting taxes on transactions completed using its facilities and services. The Market increases the amount of taxable revenue at the planet. /p/p

    Production Cost = 300 /p
    Tax collected x1.15
  </Unicode>
  <Unicode Tok="tastkexc">System Stock Exchange</Unicode>
  <Unicode Tok="tbstkexc">
    The System Stock Exchange may be installed at a System Seat of Government. The concept of a commercial exchange for an entire star-system is fairly self-evident. However, implementing such a system requires sophisticated computer systems for tracking and authentication, and requires an enormous amount of interplanetary bandwidth. By installing a System Stock Exchange the government encourages inter-planetary commerce to expand within the system, yielding increased revenue for the treasury. Taxable revenues are increased throughout the system. /p/p

    Production Cost = 540 /p
    Minimum Turns To Build = 1 /p
    Tax collected x1.1
  </Unicode>
  <Unicode Tok="tachkbal">Institutional Checks and Balances</Unicode>
  <Unicode Tok="tbchkbal">
    Institutions with a set of responsibilities and authority are often jealously protective of both. Institutional Checks and Balances reduce this tendency by ensuring each institution has both an external entity to limit its authority and is itself given the authority over another institution. This technique that allows organizations to meet their responsibilities without wallowing in the authority that comes with them. This results a moderate reduction to bureaucratic overhead. /p/p

    Heavy Foot Of Government x0.96
  </Unicode>
  <Unicode Tok="taimpuni">Imperial University</Unicode>
  <Unicode Tok="tbimpuni">
    Established at the Imperial Seat of Government, the Imperial University is the jewel in the crown of a civilization's educational establishment. It gathers together the brightest minds in the civilization and allows them to learn from one another. Leading those around them by example, its faculty and graduates serve as catalysts for increased productivity and encourage those around them to excel. The Imperial University modestly improves the Manufacturing, Research, Bioharvest, and Mining output of the entire civilization. /p/p

    Production Cost = 800 /p
    Industry per population point x1.3 /p
    Research per population point x1.3 /p
    Bioharvest per population point x1.3 /p
    Mining per population point x1.3
  </Unicode>
  <Unicode Tok="talgleng">Legal Engineering</Unicode>
  <Unicode Tok="tblgleng">
    The best laws are those that are formed using a process as rigorous as that used to construct a vessel or design a complex electronic circuit. This realization is formalized through the Legal Engineering process, where lawmakers are trained in formal processes of lawmaking, rather than merely continuing undocumented practices that have developed over time. Legal Engineering has a substantial reducing effect on government overhead. /p/p

    Heavy Foot Of Government x0.95
  </Unicode>
  <Unicode Tok="taintevo">Interorganizational Evolution</Unicode>
  <Unicode Tok="tbintevo">
    Any established institution must fight a tendency to become stagnant and useless over time. Interorganizational Evolution helps prevent this. Using techniques observed in natural selection and genetic evolution processes, new needs are merged into existing organizations rather than being addressed by new ones. These organizations must continually redefine and redesign themselves to ensure they satisfy their missions, ensuring they remain active and efficient. By doing so, the costs associated with government operations are reduced. /p/p

    Heavy Foot Of Government x0.97
  </Unicode>
  <Unicode Tok="taintpol">Interchangeable Policy Structures</Unicode>
  <Unicode Tok="tbintpol">
    Policies are generally written in such language as to be almost incomprehensible to the average citizen. Interchangeable Policy Structures combats this tendency by developing a set of grammatical structures that are readily understood as well as legally precise. These structures are then used in all future policies and existing policies are re-written to conform to this normative language. The costs associated with government overhead are modestly reduced. /p/p

    Heavy Foot Of Government x0.98
  </Unicode>
  <Unicode Tok="tanhombc">Nano-Homing Beacons</Unicode>
  <Unicode Tok="tbnhombc">
    Nano-Homing Beacons are used to track suspicious vessels within friendly territory. They can be wiped or flung onto the target's hull by a nearby vessel or station, or even coated to a hatch so that the ship is 'tagged' when it docks. The beacons periodically burst-transmit their position, a signal that can be received by security forces anywhere in the same star system. Nano Homing Beacons make smuggling much more difficult as they are hard to detect and even harder to remove once they've integrated themselves into the ship's hull. System Security is improved throughout the civilization. /p/p

    Production Cost =  1
  </Unicode>
  <Unicode Tok="tapolthr">Advanced Policy Theory</Unicode>
  <Unicode Tok="tbpolthr">
    The intent and the wording of a policy, even when well-written grammatically, can diverge over time. Advanced Policy Theory reduces this effect by ensuring that policies are regularly reviewed and re-engineered to conform to current social, political, and legal circumstances. This modestly reduces the additional costs brought on by bureaucratic overhead. /p/p

    Heavy Foot Of Government x0.98
  </Unicode>
  <Unicode Tok="tanetizn">Netizenship</Unicode>
  <Unicode Tok="tbnetizn">
    A government's effectiveness is often limited by the weight of its own bureaucracy. Netizenship is an effort to combat this by moving as much of the legislative and executive processes of the government into computerized forms as possible. All forms of paperwork are filled out, processed, and returned in electronic forms. This allows both the government and the average citizen to reduce the time required to complete various government processes like paying taxes, requesting an export license, or applying for contract work offered by the government agencies considerably. The result is a small but ongoing reduction in costs associated with governmental bureaucratic overhead. /p/p

    Heavy Foot Of Government x0.95
  </Unicode>
  <Unicode Tok="taadptad">Adaptive Administration Techniques</Unicode>
  <Unicode Tok="tbadptad">
    Administrative organizations that are well-established are often resistant to change. To combat this, the processes they use are simulated by artificial intelligence systems that are capable of rapidly simulating various potential improvements to the existing methods. The possibilities with most promise are then adapted by the organization. The cost overhead of bureaucratic regulation is noticeably reduced. /p/p

    Heavy Foot Of Government x0.96
  </Unicode>
  <Unicode Tok="taunitrn">Dialect Universal Translators</Unicode>
  <Unicode Tok="tbunitrn">
    Standard Universal Translators focus on accurate translation of the 'textbook' grammar and syntax of alien language. However, even diplomats tend to use a dialect of the official language, thus providing them with phrases, colloquialisms, and idioms that have deeper meaning than the stated definition. Dialect Universal Translators are programmed with the most common dialects of every known language and modify translations as appropriate. This moderately improves the chances of success in various diplomatic negotiations. /p/p

    Diplomacy Points x1.2
  </Unicode>
  <Unicode Tok="taculref">Cross-cultural Reference Library</Unicode>
  <Unicode Tok="tbculref">
    Understanding others is critical in conducting diplomacy with them. By studying the culture of another civilization at the Reference Library, diplomats learn appropriate conduct and etiquette with respect to the other civilization and can better understand the subtleties of a conversation or meeting. Relations can only improve when the other side recognizes that a diplomat appreciates and respects their cultural identity. This modestly improves the success rates of diplomatic negotiations./p/p

    Diplomacy Points x1.1
  </Unicode>
  <Unicode Tok="tapubsrv">Public Service Ethos</Unicode>
  <Unicode Tok="tbpubsrv">
    The Public Service Ethos is a government-led effort to include the entire populace in the day-to-day workings of the government process in an understandable and efficient manner. Citizens are encouraged to review and comment on various laws under consideration, participate in government-sponsored research or building projects, lend aid to allies, and the like. Regular reporting of the cost savings realized by these efforts -- and the passing on of these savings to the citizenry as reduced taxes -- ensures that citizens see their efforts directly rewarded. The result is a small but ongoing reduction (5%) in costs associated with governmental bureaucratic overhead./p/p

    Heavy Foot Of Government x0.95
  </Unicode>
  <Unicode Tok="tarefsim">Frame of Reference Simulator</Unicode>
  <Unicode Tok="tbrefsim">
    The motivations and actions of others are often hard to recognize when they conflict with one's own. Diplomats use the Frame of Reference Simulator in order to better understand the perspective of their correspondents. This can be used proactively to gauge likely reactions and, during negotiations, predict the outcome of the process. The net result is an improved success rate in diplomacy. /p/p

    Diplomacy Points x1.15
  </Unicode>
  <Unicode Tok="tafisclu">Fiscal Ubiquity</Unicode>
  <Unicode Tok="tbfisclu">
    Management of money becomes easier the more common and convertible it is. With all of the local types of notes, drafts, and specie merged into a common legal tender, fiscal ubiquity can be achieved and drive down costs by making price comparisons easier and money-conversion unnecessary. Bureaucratic overhead (the Heavy Foot of Government) is reduced by 5%. /p/p

    Heavy Foot Of Government x0.95
  </Unicode>
  <Unicode Tok="taadvedu">Advanced Educational Techniques</Unicode>
  <Unicode Tok="tbadvedu">
    By using the Advanced Educational Techniques made available by homogenizing multiple educational practices, techniques and technologies into a cohesive whole, the populace learns at an even greater rate than previously. Educated citizenry is more productive and more capable allowing for a civilization to reach greater heights. This building will improve the Manufacturing, Research, Bioharvest, and Mining output of the solar system by 30%. /p/p

    Production Cost = 600 /p
    Industry per population point x1.3 /p
    Research per population point x1.3 /p
    Bioharvest per population point x1.3 /p
    Mining per population point x1.3 /p
  </Unicode>
  <Unicode Tok="taneurim">Neural Implants</Unicode>
  <Unicode Tok="tbneurim">
    Neural Implants make vast amounts of information instantly accessible and easy to share with other implant-equipped citizens. Citizens needing expertise in a particular area can acquire the necessary knowledge or skills immediately, without having to undergo lengthy training and instruction. Neural Implants improve the Manufacturing, Research, Bioharvest, and Mining output of the entire civilization by 30%. /p/p

    Industry per population point x1.3 /p
    Research per population point x1.3 /p
    Bioharvest per population point x1.3 /p
    Mining per population point x1.3
  </Unicode>
  <Unicode Tok="tabioplt">Bioengineered Plants</Unicode>
  <Unicode Tok="tbbioplt">
    Bioengineered plants are very useful when it is known in advance that bioharvesting supply is available while minerals are in demand. These plants will extract trace amounts of minerals and metals from the environment while growing over a very short lifecycle. Organic extraction of these plants can produce composites without metallic catalysts. This improves the bioharvest conversion rate of all Manufacturing DEAs. /p/p

    Bioharvest Conversion Rate of Industry DEAs +1
  </Unicode>
  <Unicode Tok="talifecn">Life Force Conversion</Unicode>
  <Unicode Tok="tblifecn">
    Life Force Conversion technology was originally developed by the Antarans, as a method of making their death camps produce energy, rather than consume it. The hateful equipment they employed to this end has long been shunned by the Young Races, but recent innovations in other areas have suggested applications for components of the technology, especially on the non-sentient life forms already in use as inputs to modern industry. This improves the bioharvest conversion rate of all Manufacturing DEAs. /p/p

    Bioharvest Conversion Rate of Industry DEAs +1
  </Unicode>
  <Unicode Tok="taamband">Ambassadorial Androids</Unicode>
  <Unicode Tok="tbamband">
    Ambassadorial Androids are an effective way to help another civilization learn more about the civilization the androids represent. One or more Androids are dispatched as a diplomatic emissary. It then accompanies the other civilization's diplomatic envoy home or abroad (as desired). These Androids contain vast amounts of data on the culture of the civilization they serve, able to answer almost any question about their home civilization. They can rapidly contact the official ambassador if additional information is needed. This substantially improves the chance of success of key diplomatic efforts. /p/p

    Diplomacy Points x1.25
  </Unicode>
  <Unicode Tok="tamonumn">S08 Monuments</Unicode>
  <Unicode Tok="tbmonumn">
    A Government DEA is more then just a place where the activities of the bureaucracy take place; it is a symbol of the civilization's power and authority. By building monuments, the government can celebrate key events, past leaders, and extol the greatness of the civilization. Such monuments reinforce the notion that the government has an active presence in the area, effectively increasing the reach of this DEAs influence on this planet and any nearby colonies. This improves the civic capacity of the DEA, further reducing Unrest. /p/p

    Production Cost = 80 /p
    Employees required = 0.5 /p
    Anti-Corruption Capacity of Government DEAs +1
  </Unicode>
  <Unicode Tok="tbantx01">
    Supremacy of Imperial will, social dominance, resistance to alien ideas. Achieving this X makes your race more interdependent on one another, making influence by outside forces more difficult while reducing social problems created in less dependent societies. /p/p

    Unrest  -7 /p
    Heavy Foot Of Government x0.75 /p
    Optimal Oppressometer +1 /p
  </Unicode>
  <Unicode Tok="ax1short">Reduces Unrest by 7 in all regions, lowers HfoG increase by 0.75 and raises Oppressometer by 1.</Unicode>
  <Unicode Tok="tbantx02">
    Ultra-confident point of view, arrogance, supreme paranoia, deception. A new sense of arrogance and opportunism (with a dash of paranoia) takes root. /p/p

    Oppressometer Level Cost x0.8 /p
    Optimal Oppressometer +1 /p
    Space Port DEA Efficiency x1.2 /p
    Spy Cloak +1 /p
    Spy Dagger +1
  </Unicode>
  <Unicode Tok="ax2short">Oppressometer +1 with 80% cost. Increases Space Port taxes by 20% and Spy abilities by 1.</Unicode>
  <Unicode Tok="tbantx03">"No-holds-barred" research philosophy, vast knowledge, experimenting. New ways of thinking and applying knowledge increases the education level of the civilization, the rate of research, and opens new paths of discovery. /p/p</Unicode>
  <Unicode Tok="ax3short">Increases populations Research effects by 1, while overruns by 10 in all cases.</Unicode>
  <Unicode Tok="tbantx04">
    Biological alteration and experimentation, mutation, self-enhancement. Using these tools, the Antarans improved themselves so they exceeded their biological heritage. /p/p

    Pollution Tolerance +50 /p
    Population Growth  x1.25 /p
    Spy Luck +10 /p
    Leader Luck +10 /p
    Terraforming Costs x0.8 /p
  </Unicode>
  <Unicode Tok="ax4short">Luck for Leaders and Spies +10, improves population growth 25% and reduces Terraforming costs 20%.</Unicode>
  <Unicode Tok="tbantx05">
    Long the foundation of industrial civilizations, energy is the key to this X. The Antarans discovered a method of near perfect matter/energy transformation allowing for the rearranging of all matter as they desired. /p/p

    Terraforming Cost x0.8 /p
    Industry DEA Efficiency +8 /p
    Mining DEA Capacity +2 /p
    Bioharvest DEA Capacity +2 /p
    Pollution*0.5
  </Unicode>
  <Unicode Tok="ax5short">Improves Mining, Bioharvesting and Manufacturing by 20% while reducing pollution by 50%.</Unicode>
  <Unicode Tok="taapntbl">Armor Piercing Neutron Blaster</Unicode>
  <Unicode Tok="tbapntbl">A Neutron Blaster with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="taapgrvb">Armor Piercing Graviton Beam</Unicode>
  <Unicode Tok="tbapgrvb">A Graviton Beam with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="taenplas">Enveloping Plasma Cannon</Unicode>
  <Unicode Tok="tbenplas">A Plasma Cannon with the Enveloping modification hits all shield facings at once, increasing the chances that a weak shield will buckle. Shields stop only 50% of the damage they normally would.</Unicode>
  <Unicode Tok="taapdisr">Armor Penetrating Disruptor Cannon</Unicode>
  <Unicode Tok="tbapdisr">A Disruptor Cannon with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="taimmass">Improved Mass Driver</Unicode>
  <Unicode Tok="tbimmass">The Improved version of the Mass Driver doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="taimgaus">Improved Gauss Cannon</Unicode>
  <Unicode Tok="tbimgaus">The Improved version of the Gauss Cannon doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tacnprt5">Continuous Quark Cannon</Unicode>
  <Unicode Tok="tbcnprt5">A Quark Cannon with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target than the beam of a standard Quark Cannon.</Unicode>
  <Unicode Tok="taapprt5">Armor Piercing Quark Cannon</Unicode>
  <Unicode Tok="tbapprt5">A Quark Cannon with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="taimprt5">Improved Quark Cannon</Unicode>
  <Unicode Tok="tbimprt5">The Improved version of the Quark Cannon doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="taprt5m1">Quark Cannon Miniaturization I</Unicode>
  <Unicode Tok="tbprt5m1">Reduces the size of the Quark Cannon device by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="taprt5m2">Quark Cannon Miniaturization II</Unicode>
  <Unicode Tok="tbprt5m2">Reduces the size of the Quark Cannon subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tapart05">Quark Cannon</Unicode>
  <Unicode Tok="tbpart05">
    The Quark Cannon fires a stream of normally harmless Quarks at a Target. The sheer volume of the subatomic particles overwhelms the defenses of the target, creating a considerable amount of damage. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 15 Hull Points /p
    Maximum Range: 8,016 Gm /p
    Shield Penetrating: 10% /p
    Base Accuracy: 70%
  </Unicode>
  <Unicode Tok="tacnbm10">Continuous Hard Beam</Unicode>
  <Unicode Tok="tbcnbm10">A Hard Beam with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target than the beam of a standard Hard Beam.</Unicode>
  <Unicode Tok="taafbm10">Autofire Hard Beam</Unicode>
  <Unicode Tok="tbafbm10">A Hard Beam with the Autofire modification fires multiple times each recharge period.</Unicode>
  <Unicode Tok="taapbm10">Armor Piercing Hard Beam</Unicode>
  <Unicode Tok="tbapbm10">A Hard Beam with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="taimbm10">Improved Hard Beam</Unicode>
  <Unicode Tok="tbimbm10">The Improved version of the Hard Beam doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tabm10m1">Hard Beam Miniaturization I</Unicode>
  <Unicode Tok="tbbm10m1">Reduces the size of the Hard Beam by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tabm10m2">Hard Beam Miniaturization II</Unicode>
  <Unicode Tok="tbbm10m2">Reduces the size of the Hard Beam subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tabeam10">Hard Beam</Unicode>
  <Unicode Tok="tbbeam10">
    The Hard Beam operates by firing highly polarized Photons at the target. The Photons release considerable heat energy into the target, causing damage. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 15 Hull Points /p
    Maximum Range: 11,333 Gm /p
    Base Accuracy: 70%
  </Unicode>
  <Unicode Tok="taafma10">Autofire Rail Gun</Unicode>
  <Unicode Tok="tbafma10">A Rail Gun with the Autofire modification fires multiple times each recharge period.</Unicode>
  <Unicode Tok="taapma10">Armor Piercing Rail Gun</Unicode>
  <Unicode Tok="tbapma10">A Rail Gun with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="taimma10">Improved Rail Gun</Unicode>
  <Unicode Tok="tbimma10">The Improved version of the Rail Gun doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tama10m1">Rail Gun Miniaturization I</Unicode>
  <Unicode Tok="tbma10m1">Reduces the size of the Rail Gun by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tama10m2">Rail Gun Miniaturization II</Unicode>
  <Unicode Tok="tbma10m2">Reduces the size of the Rail Gun subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tamass10">Rail Gun</Unicode>
  <Unicode Tok="tbmass10">
    An improvement over the Mass Driver, the Rail Gun fires more and smaller projectiles at the target at a much higher velocity. The Kinetic energy released on impact is considerable. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 30 Hull Points /p
    Maximum Range: 9,066 Gm /p
    Base Accuracy: 50%
  </Unicode>
  <Unicode Tok="tacnpl35">Continuous Megabolt Cannon</Unicode>
  <Unicode Tok="tbcnpl35">A Megabolt Cannon with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target than the beam of a standard Megabolt Cannon.</Unicode>
  <Unicode Tok="taenpl35">Enveloping Megabolt Cannon</Unicode>
  <Unicode Tok="tbenpl35">A Megabolt Cannon with the Enveloping modification hits all shield facings at once, increasing the chances that a weak shield will buckle. Shields stop only 50% of the damage they normally would.</Unicode>
  <Unicode Tok="taimpl35">Improved Megabolt Cannon</Unicode>
  <Unicode Tok="tbimpl35">The Improved version of the Megabolt Cannon doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tapl35m1">Megabolt Cannon Miniaturization I</Unicode>
  <Unicode Tok="tbpl35m1">Reduces the size of the Megabolt Cannon by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tapl35m2">Megabolt Cannon Miniaturization II</Unicode>
  <Unicode Tok="tbpl35m2">Reduces the size of the Megabolt Cannon subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="taplas35">Megabolt Cannon</Unicode>
  <Unicode Tok="tbplas35">
    The Megabolt Cannon is an oddity in the Plasma Weapon family in that it couples superheated Plasma with Force Fields in an attempt to give the weapon more range. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 314 Hull Points /p
    Maximum Range: 14,500 Gm /p
    Base Accuracy: 80%
  </Unicode>
  <Unicode Tok="tacnpt30">Continuous Dark Energy Beam</Unicode>
  <Unicode Tok="tbcnpt30">A Dark Energy with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target than the beam of a standard Dark Energy Beam.</Unicode>
  <Unicode Tok="taappt30">Armor Piercing Dark Energy Beam</Unicode>
  <Unicode Tok="tbappt30">A Dark Energy Beam with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="taimpt30">Improved Dark Energy Beam</Unicode>
  <Unicode Tok="tbimpt30">The Improved version of the Dark Energy Beam doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tapt30m1">Dark Energy Beam Miniaturization I</Unicode>
  <Unicode Tok="tbpt30m1">Reduces the size of the Dark Energy Beam device by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tapt30m2">Dark Energy Beam Miniaturization II</Unicode>
  <Unicode Tok="tbpt30m2">Reduces the size of the Dark Energy Beam subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tapart30">Dark Energy Beam</Unicode>
  <Unicode Tok="tbpart30">
    Using Dark Energy which seems to ignore most recognized laws of Physics results in a weapon of surprising power and efficiency. This weapon is very difficult to defend against. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 107 Hull Points /p
    Maximum Range: 20,733 Gm /p
    Base Accuracy: 70%
  </Unicode>
  <Unicode Tok="tacnpt40">Continuous Tachyon Beam</Unicode>
  <Unicode Tok="tbcnpt40">A Tachyon Beam with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target than the beam of a standard Tachyon Beam.</Unicode>
  <Unicode Tok="taappt40">Armor Piercing Tachyon Beam</Unicode>
  <Unicode Tok="tbappt40">A Tachyon Beam with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="tapt40m1">Tachyon Beam Miniaturization I</Unicode>
  <Unicode Tok="tbpt40m1">Reduces the size of the Tachyon Beam device by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tapt40m2">Tachyon Beam Miniaturization II</Unicode>
  <Unicode Tok="tbpt40m2">Reduces the size of the Tachyon Beam subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tapart40">Tachyon Beam</Unicode>
  <Unicode Tok="tbpart40">
    Operating by redirecting Tachyons, particles which naturally travel faster than light speed, this weapon is capable of delivering massive damage at an excellent range. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 231 Hull Points /p
    Maximum Range: 20,655 Gm /p
    Shield Penetrating: 10% /p
    Base Accuracy: 70%
  </Unicode>
  <Unicode Tok="taafma45">Autofire Dark Matter Projector</Unicode>
  <Unicode Tok="tbafma45">A Dark Matter Projector with the Autofire modification fires multiple times each recharge period.</Unicode>
  <Unicode Tok="taapma45">Armor Piercing Dark Matter Projector</Unicode>
  <Unicode Tok="tbapma45">A Dark Matter Projector with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="tama45m1">Dark Matter Projector Miniaturization I</Unicode>
  <Unicode Tok="tbma45m1">Reduces the size of the Dark Matter Projector by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tamass45">Dark Matter Projector</Unicode>
  <Unicode Tok="tbmass45">
    Flinging ultra-dense Dark Matter at a substantial fraction of light speed, the Dark Matter Projector is the ultimate Mass Driver weapon. Combining excellent, consistent damage with an incredible range, this is an amazing weapon. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 453 Hull Points /p
    Maximum Range: 25,023 Gm /p
    Base Accuracy: 50%
  </Unicode>
  <Unicode Tok="tacnbm35">Continuous Disintegration Beam</Unicode>
  <Unicode Tok="tbcnbm35">A Disintegration Beam with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target than the beam of a standard Disintegration Beam.</Unicode>
  <Unicode Tok="taafbm35">Autofire Disintegration Beam</Unicode>
  <Unicode Tok="tbafbm35">A Disintegration Beam with the Autofire modification fires multiple times each recharge period.</Unicode>
  <Unicode Tok="taapbm35">Armor Piercing Disintegration Beam</Unicode>
  <Unicode Tok="tbapbm35">A Disintegration Beam with the Armor Piercing modification reduces the effectiveness of the target's armor by 25%.</Unicode>
  <Unicode Tok="taimbm35">Improved Disintegration Beam</Unicode>
  <Unicode Tok="tbimbm35">The Improved version of the Disintegration Beam doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tabm35m1">Disintegration Beam Miniaturization I</Unicode>
  <Unicode Tok="tbbm35m1">Reduces the size of the Disintegration Beam by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tabm35m2">Disintegration Beam Miniaturization II</Unicode>
  <Unicode Tok="tbbm35m2">Reduces the size of the Disintegration Beam subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="tabeam35">Disintegration Beam</Unicode>
  <Unicode Tok="tbbeam35">
    The Disintegration Beam seeks to weaken the Strong and Weak forces which hold atoms together - in this case, the atoms belonging to whatever enemy is on the receiving end. Damage is not as high as other weapons of equivalent tech levels, but the range on this weapon is surpassed by none. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 105 Hull Points /p
    Maximum Range: 20,423 Gm /p
    Base Accuracy: 70%
  </Unicode>
  <Unicode Tok="taftrdpp">Fighter Dual Plasma Pod</Unicode>
  <Unicode Tok="tbftrdpp">A weapons pod with dual Plasma Cannons, ready to be mounted on your fighter ships.</Unicode>
  <Unicode Tok="taftrdip">Fighter Ion Pulse Pod</Unicode>
  <Unicode Tok="tbftrdip">A weapons pod with dual Ion Pulse Cannons, ready to be mounted on your fighter ships.</Unicode>
  <Unicode Tok="taapfmsd">Armor Penetrating Fighter Mass Driver</Unicode>
  <Unicode Tok="tbapfmsd">Modifies your fighters Mass Driver weapons to make Armor 25% less effective against them.</Unicode>
  <Unicode Tok="tacnpl15">Continuous Hellfire Cannon</Unicode>
  <Unicode Tok="tbcnpl15">A Hellfire Cannon with the Continuous modification fires a continuous beam which has a base 50% greater chance of hitting its target than the beam of a standard Hellfire Cannon.</Unicode>
  <Unicode Tok="taenpl15">Enveloping Hellfire Cannon</Unicode>
  <Unicode Tok="tbenpl15">A Hellfire Cannon with the Enveloping modification hits all shield facings at once, increasing the chances that a weak shield will buckle. Shields stop only 50% of the damage they normally would.</Unicode>
  <Unicode Tok="taimpl15">Improved Hellfire Cannon</Unicode>
  <Unicode Tok="tbimpl15">The Improved version of the Hellfire Cannon doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tapl15m1">Hellfire Cannon Miniaturization I</Unicode>
  <Unicode Tok="tbpl15m1">Reduces the size of the Hellfire Cannon by 20% so more can fit in the same space on your ships.</Unicode>
  <Unicode Tok="tapl15m2">Hellfire Cannon Miniaturization II</Unicode>
  <Unicode Tok="tbpl15m2">Reduces the size of the Hellfire Cannon subsystem by a cumulative 20%.</Unicode>
  <Unicode Tok="taplas15">Hellfire Cannon</Unicode>
  <Unicode Tok="tbplas15">
    The Hellfire Cannon uses fusion technology in a manner wholly different than previously attempted. The resulting weapon is both very powerful and supports an improved range from previous plasma weapons. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 67 Hull Points /p
    Maximum Range: 7,482 Gm /p
    Base Accuracy: 70%
  </Unicode>
  <Unicode Tok="taimionp">Improved Ion Pulse Cannon</Unicode>
  <Unicode Tok="tbimionp">The Improved version of the Ion Pulse Cannon doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="taimdisr">Improved Disruptor Cannon</Unicode>
  <Unicode Tok="tbimdisr">The Improved version of the Disruptor Cannon doubles the weapons damage potential at point blank range.</Unicode>
  <Unicode Tok="tafuzlog">Fuzzy Logic</Unicode>
  <Unicode Tok="tbfuzlog">Fuzzy Logic allows Robotic FLUs to function more efficiently increasing their productivity by a 10% step toward 100% /p/p</Unicode>
  <Unicode Tok="taneunet">Neural Networking</Unicode>
  <Unicode Tok="tbneunet">Neural Networking allows Robotic FLUs to function more efficiently increasing their productivity by a 10% step toward 100% /p/p</Unicode>
  <Unicode Tok="tacogsim">Cognitive Simulation</Unicode>
  <Unicode Tok="tbcogsim">Cognitive Simulation allows Robotic FLUs to function more efficiently increasing their productivity by a 10% step toward 100% /p</Unicode>
  <Unicode Tok="tabioimp">Biomorphic Implants</Unicode>
  <Unicode Tok="tbbioimp">Biomorphic Implants allows Robotic FLUs to function more efficiently increasing their productivity by a 10% step toward 100% /p</Unicode>
  <Unicode Tok="tapsyrob">Psycho-Robotics</Unicode>
  <Unicode Tok="tbpsyrob">Psycho-Robotics allows Robotic FLUs to function more efficiently increasing their productivity by a 10% step toward 100%</Unicode>
  <Unicode Tok="tametcog">Meta-Cognition Theory</Unicode>
  <Unicode Tok="tbmetcog">Meta-Cognition Theory allows Robotic FLUs to function more efficiently increasing their productivity by a 10% step toward 100%</Unicode>
  <Unicode Tok="tananbio">Nanocomputing Biomatrix</Unicode>
  <Unicode Tok="tbnanbio">Nanocomputing Biomatrix allows Robotic FLUs to function more efficiently increasing their productivity by a 10% step toward 100% /p</Unicode>
  <Unicode Tok="tasensft">Sentient Software</Unicode>
  <Unicode Tok="tbsensft">Sentient Software allows Robotic FLUs to function more efficiently increasing their productivity by a 10% step toward 100% /p</Unicode>
  <Unicode Tok="taltfldg">Lightning Field Generator</Unicode>
  <Unicode Tok="tbltfldg">
    The Lightning Field Generator is among the best Point Defense weapons available at any tech level. It creates a destructive field around a ship which focuses  energy on incoming space debris - or missiles. Able to damage 5 times the number of targets of a Laser, and almost triple the damage potential per target, this device is an excellent defensive tool. Unfortunately, it is very limited use offensively, due to  severely limited Range. /p/p

    Weapon Recharge Rate: 2.5 Seconds /p
    Maximum Damage: 36 Hull Points /p
    Maximum Range: 3,780 Gm /p
    Base Accuracy: 90% /p
    Shield Penetration: 70% /p
    Armor Piercing: 70%
  </Unicode>
  <Unicode Tok="gdcsnone">Your troops do not have access to Shield Technology</Unicode>
  <Unicode Tok="gdcsdefl">A Personal Deflector uses portable force field technology to aid in the defense of your ground troops by adding 30 to Evade and 10 to Armor Value.</Unicode>
  <Unicode Tok="gdcsabsr">A Personal Absorption Field is a step ahead of standard Deflector technology, actually absorbing incoming energies and using them to power the force field. It adds 60 to Evade and 20 to Armor Value.</Unicode>
  <Unicode Tok="gdcsbarr">A Personal Barrier Not only deflects and absorbs incoming energy, it also acts to partially conceal the soldiers using it, making it harder to target them. It adds 90 to Evade and 30 to Armor Value.</Unicode>
  <Unicode Tok="gdamnone">Your troops are not equipped with armor.</Unicode>
  <Unicode Tok="gdamtitn">Titanium Armor is now standard issue with all ground forces. It adds 10 to their Armor Value.</Unicode>
  <Unicode Tok="gdaldura">Duralloy Armor is now standard issue with all ground forces. It adds 20 to their Armor Value.</Unicode>
  <Unicode Tok="gdamtrit">Tritanium Armor is now standard issue with all ground forces. It adds 30 to their Armor Value.</Unicode>
  <Unicode Tok="gdamzort">Zortium Armor is now standard issue with all ground forces. It adds 40 to their Armor Value.</Unicode>
  <Unicode Tok="gdamneut">Neutronium Armor is now standard issue with all ground forces. It adds 50 to their Armor Value.</Unicode>
  <Unicode Tok="gdamadam">Adamantium Armor is now standard issue with all ground forces. It adds 60 to their Armor Value.</Unicode>
  <Unicode Tok="gdamxint">Xintium Armor is now standard issue with all ground forces. It adds 70 to their Armor Value.</Unicode>
  <Unicode Tok="gdalnone">Your Troops are not equipped with exoskeleton technology.</Unicode>
  <Unicode Tok="gdalenst">Enviro Suits are an excellent defensive measure for your ground troops. Not only do they at 1 to Attack Strength and 5 to Armor Value and Evade, they also eliminate any damage which may be caused by Nuclear, Biological or Chemical weapons.</Unicode>
  <Unicode Tok="gdalbtst">Battle Suits are an upgrade to Enviro suits. The add 2 to attack strength, 10 to Armor Value and allow the unit to live through one additional Hit in combat. It also protects vs. NBC attacks.</Unicode>
  <Unicode Tok="gdaleaex">The ExoArmored Exoskeleton is an excellent upgrade from Battle Suits. It adds 3 to Attack Strength, 15 to Armor Value and 20 to Evade, gives one additional Hit and protects vs. NBC attacks.</Unicode>
  <Unicode Tok="gdalpwra">Powered Armor is the ultimate ground force protective system. It increases Initiative, eliminates gravity penalties, adds 7 to Attack Value, adds 30 to Evade and 20 to Armor Value, adds one Hit to the unit and protects vs NBC attacks.</Unicode>
  <Unicode Tok="gccsnone">None</Unicode>
  <Unicode Tok="gccsdefl">Personal Deflector</Unicode>
  <Unicode Tok="gccsabsr">Personal Absorption</Unicode>
  <Unicode Tok="gccsbarr">Personal Barrier</Unicode>
  <Unicode Tok="gcamnone">None</Unicode>
  <Unicode Tok="gcamtitn">Titanium</Unicode>
  <Unicode Tok="gcaldura">Duralloy</Unicode>
  <Unicode Tok="gcamtrit">Tritanium</Unicode>
  <Unicode Tok="gcamzort">Zortium</Unicode>
  <Unicode Tok="gcamneut">Neutronium</Unicode>
  <Unicode Tok="gcamadam">Adamantium</Unicode>
  <Unicode Tok="gcamxint">Xintium</Unicode>
  <Unicode Tok="gcalnone">None</Unicode>
  <Unicode Tok="gcalenst">Enviro Suits</Unicode>
  <Unicode Tok="gcalbtst">Battle Suits</Unicode>
  <Unicode Tok="gcaleaex">Armored Exoskeleton</Unicode>
  <Unicode Tok="gcalpwra">Powered Armor</Unicode>
  <Unicode Tok="taoresmr">Resource Reorganization</Unicode>
  <Unicode Tok="taoresm2">Ore Seam Restructuring</Unicode>
  <Unicode Tok="taoresm3">Deposit Prefabrication</Unicode>
  <Unicode Tok="taoresm4">Direct Mineral Conversion</Unicode>
  <Unicode Tok="tboresmr">Introduction of Resource Reorganization micromachines induces mineral deposts to self-segregate by material type, biased towards quality over quantity. /p/p Reduces Capacity and Efficiency of Mines, /p Improves Capacity of Industry.</Unicode>
  <Unicode Tok="tboresm2">Ore Seam Restructuring further refines mineral collection techniques to form basic construction materials in the ground, at the expense of raw output. /p/p Reduces Capacity and Efficiency of Mines, /p Improves Capacity of Industry.</Unicode>
  <Unicode Tok="tboresm3">Once the products of Deposit Prefabrication are unearthed, they are easy to assemble... it's getting them out of the ground that is the tricky part. /p/p Reduces Capacity and Efficiency of Mines, /p Improves Capacity of Industry.</Unicode>
  <Unicode Tok="tboresm4">Digging up the finished goods that result from Direct Mineral Conversion is subtantially more difficult than traditional mining, but worth the effort. /p/p Reduces Capacity and Efficiency of Mines, /p Improves Capacity of Industry. /p Ethereans will not research this technology.</Unicode>
  <Unicode Tok="taminscn">Minehead Scanning Integration</Unicode>
  <Unicode Tok="taminsc2">Computronium Inclusion Growth</Unicode>
  <Unicode Tok="taminsc3">Mineral Computation Networks</Unicode>
  <Unicode Tok="taminsc4">Autonomous Mineral Intelligence</Unicode>
  <Unicode Tok="tbminscn">Minehead Scanning Integration allows detailed scientific analysis of mineral seams, which improves research techniques, but slows down mining. /p/p Reduces Capacity and Efficiency of Mines, /p Improves Capacity and Efficiency of Research.</Unicode>
  <Unicode Tok="tbminsc2">Stimulated growth of Computronium Inclusions in mineral deposits reduces raw resource availability, but provides a powerful new platform for research. /p/p Reduces Capacity and Efficiency of Mines, /p Improves Capacity and Efficiency of Research.</Unicode>
  <Unicode Tok="tbminsc3">Formation of Mineral Computation Networks turns large sections of crust into powerful research computers, so please: Call Before You Dig! /p/p Reduces Capacity and Efficiency of Mines, /p Improves Capacity and Efficiency of Research.</Unicode>
  <Unicode Tok="tbminsc4">Autonomous Mineral Intelligences are the ultimate in subterranean research assistance, but mining their habitat may be a form of genocide... /p/p Reduces Capacity and Efficiency of Mines, /p Improves Capacity and Efficiency of Research. /p Cynoids will not research this technology.</Unicode>
  <Unicode Tok="tastrplg">SynthOrganic Lubricating Fuels</Unicode>
  <Unicode Tok="tastrpl2">Structured Plant Genetics</Unicode>
  <Unicode Tok="tastrpl3">Vegetative Industrial Complex</Unicode>
  <Unicode Tok="tastrpl4">Global Biotic Employment</Unicode>
  <Unicode Tok="tbstrplg">SynthOrganic Lubricating Fuels are the product of advanced horticultural techniques, kick-start bioindustrial production, and taste really, really awful. /p/p Reduces Capacity and Efficiency of Bioharvest, /p Improves BioCapacity of Industry. /p Silicoids and Meklar do not research this technology.</Unicode>
  <Unicode Tok="tbstrpl2">Structured Plant Genetics engineers plants to pre-form construction materials within their leaves, stems, and fruiting bodies, at the expense of edibility. /p/p Reduces Capacity and Efficiency of Bioharvest, /p Improves BioCapacity of Industry. /p Cynoids and Ithkul do not research this technology.</Unicode>
  <Unicode Tok="tbstrpl3">Once planted, the tendrils of the Vegetative Industrial Complex will infiltrate throughout an entire ecosystem: forests and farms become de facto factories! /p/p Reduces Capacity and Efficiency of Bioharvest, /p Improves BioCapacity of Industry. /p Silicoids, Meklar, and Cynoids do not research this technology.</Unicode>
  <Unicode Tok="tbstrpl4">Global Biotic Employment completes the bioindustrial paradigm, with animal life tending the vegetable means of production... try not to eat the swing shift, ok?. /p/p Reduces Capacity and Efficiency of Bioharvest, /p Improves BioCapacity of Industry. /p Silicoids and Ithkul will not research this technology.</Unicode>
  <Unicode Tok="taexpctr">BioHarvest Experimental Centres</Unicode>
  <Unicode Tok="taexpct2">Combinatorical Genetic Variants</Unicode>
  <Unicode Tok="taexpct3">Research Oriented Ecosystems</Unicode>
  <Unicode Tok="taexpct4">Full Planetary Consciousness</Unicode>
  <Unicode Tok="tbexpctr">BioHarvest Experimental Centres perform detailed scientific analysis of natural systems, which improves research techniques, but slows down harvests somewhat. /p/p Reduces Capacity and Efficiency of Bioharvest, /p Improves Capacity and Efficiency of Research. /p Silicoids, Meklar, Cynoids, and Ithkul do not research this technology.</Unicode>
  <Unicode Tok="tbexpct2">Production of Combinatorical Genetic Variants of life forms rapidly improves scientific understanding, but some of the variants are not exactly tasty. /p/p Reduces Capacity and Efficiency of Bioharvest, /p Improves Capacity and Efficiency of Research. /p Silicoids, Meklar, and Cynoids do not research this technology.</Unicode>
  <Unicode Tok="tbexpct3">Encoding scientific problems into Research Oriented Ecosystems yields answers in the population patterns of resulting life... hopefully, nobody eats your homework! /p/p Reduces Capacity and Efficiency of Bioharvest, /p Improves Capacity and Efficiency of Research. /p Silicoids and Meklar do not research this technology.</Unicode>
  <Unicode Tok="tbexpct4">Once attained, Full Planetary Consciousness blurs the line between the researcher and the researched, but eating grad students is still generally frowned upon. /p/p Reduces Capacity and Efficiency of Bioharvest, /p Improves Capacity and Efficiency of Research. /p Meklar will not research this technology.</Unicode>
  <Unicode Tok="taethind">Etherean BioIndustrialization</Unicode>
  <Unicode Tok="taethin2">Etherean BioProduction</Unicode>
  <Unicode Tok="tasilind">Silicoid BioReplacement</Unicode>
  <Unicode Tok="tasilin2">Silicoid BioRejection</Unicode>
  <Unicode Tok="tacynind">Cynoid BioInterfaces</Unicode>
  <Unicode Tok="tacynin2">Cynoid BioIntergration</Unicode>
  <Unicode Tok="tamekind">Meklar BioReplacement</Unicode>
  <Unicode Tok="tamekin2">Meklar BioRejection</Unicode>
  <Unicode Tok="tbethind">Etherean BioIndustrialization brings the ancient Etherean craft of growing biological equivalents for industrial objects into system-wide use. /p/p Improves BioCapacity and BioConversion rate of Industry, but reduces its Mineral Capacity and Conversion rate. /p Only Ethereans may research this technology, and spies are unable to steal it, so it is best to ask them about it directly.</Unicode>
  <Unicode Tok="tbethin2">Etherean BioProduction scales up system-wide use of biological industry techniques, at the expense of mineral-based industries. /p/p Improves BioCapacity and BioConversion rate of Industry, but reduces its Mineral Capacity and Conversion rate. /p Only Ethereans may research this technology, and spies are unable to steal it, so it is best to ask them about it directly.</Unicode>
  <Unicode Tok="tbsilind">Silicoid BioReplacement reduces dependence on unreliable biological systems, which might otherwise corrupt system-wide crystalline perfection. /p/p Reduces BioCapacity of Industry, but increases its Mineral Capacity. /p Only Silicoids may research this technology, and it may not be traded or stolen by spies.</Unicode>
  <Unicode Tok="tbsilin2">Silicoid BioRejection is completely unrelated to the similarly named Meklar technology, which is non-crystalline and obviously inferior. /p/p Reduces BioCapacity and BioConversion rate of Industry, but increases its Mineral Capacity. /p Only Silicoids may research this technology, and it may not be traded or stolen by spies.</Unicode>
  <Unicode Tok="tbcynind">Cynoid BioInterfaces leverage the inate Cynoid biomechanical intuition to rapidly adapt system-wide production to bioindustry. /p/p Improves BioCapacity and BioConversion rate of Industry, but reduces its Mineral Capacity. /p Only Cynoids may research this technology, and they will not trade it to outsiders.</Unicode>
  <Unicode Tok="tbcynin2">Cynoid BioIntergration allows system-wide control of industry by semi-sentient, custom designed, biomechanical entities. /p/p Improves BioCapacity and BioConversion rate of Industry, but reduces its Mineral Capacity. /p Only Cynoids may research this technology, and they will not trade it to outsiders.</Unicode>
  <Unicode Tok="tbmekind">Meklar BioReplacement is completely unrelated to the similarly named Silicoid technology, which is non-technological and obviously inferior. /p/p Reduces BioCapacity of Industry, but increases its Mineral Capacity. /p Only Meklar may research this technology, and it may not be traded or stolen by spies.</Unicode>
  <Unicode Tok="tbmekin2">Meklar BioRejection attempts to purge the chaotic corruption of biological systems from crucial industrial facilities, system-wide. /p/p Reduces BioCapacity and BioConversion rate of Industry, but increases its Mineral Capacity. /p Only Meklar may research this technology, and it may not be traded or stolen spies.</Unicode>
  <Unicode Tok="tapsirea">Lost Psilon Techniques</Unicode>
  <Unicode Tok="tbpsirea">In ancient days, Psilons were know by all to be the technological leaders of the Orion Sector.  Despite the breeding of some test subjects for their research abilities, long years under the Antaran yoke seemed to have nearly broken the scientific spirit of their culture.  Upon restoration of contact, all the people of the sector were surprised to see just how dull the Psilon edge had become!  Thankfully, however, secret Psilon loremasters kept the flame alive in secret, and have been waiting for the day when a new generation would rise to the challenge of recovering their lost heritage. \p\p The Psilons will not trade their secrets, and spies may not steal them."</Unicode>
  <Unicode Tok="tahumrea">Human Ingenuity</Unicode>
  <Unicode Tok="tbhumrea">In contrast to the Psilons, whose research techniques are flawlessly efficient, orderly, and relentless, Human science and engineering often moves forward by unpredictable leaps of intuition, or the inspired work of unsuspected savants working outside the mainstream.  This cultural trait was brutally suppressed by the Antarans, who rightly viewed it as unpredictable and dangerous.  Only as they have moved out into the galaxy once more have Humans begun to rediscover their ability to think originally, and to accept the contribution of unorthodox brilliance towards solving hard problems. \p\p Human Ingenuity cannot be traded, nor stolen."</Unicode>
  <Unicode Tok="taklafrm">Klackon Farming Caste</Unicode>
  <Unicode Tok="tbklafrm">Although the Klackon Worker Caste are naturally good farmers, the intentional breeding and development of a Farming Sub-Caste, optimized in mind and body for bioharvest work, was deemed necessary for the survival of those hives with populations rising faster than food supplies.  As much feat of economic reorganization as biological manipulation, deployment of the specialized Workers takes surprisingly little time, due to the unity of the Klackon hive-mind. \p\p Members of the Klackon Farming Caste will only serve their own hive, and so may not be stolen or traded."</Unicode>
  <Unicode Tok="tatacfrm">Tachidi Nutritive Secretions</Unicode>
  <Unicode Tok="tbtacfrm">Perhaps the most curious feature of Tachidi biology may be the secretion by mature females of a complex nutritional fluid.  Its composition is ideal not only for feeding rapidly growing larva, but also for maintaining social order amongst adults, as the Royal Secretions of nest Queens contain several psycho-regulatory compounds.  Greatly amplifying the natural secretion levels of farm workers, encouraging them to simply eat the raw crops, and then to feed the entire nest upon their return, boosts the efficiency of bioharvesting in a uniquely Tachidi fashion. \p\p Tachidi Nutritive Secretions cannot be traded or stolen."</Unicode>
  <Unicode Tok="tagrnfrm">Grendarl Yeoman Farmers</Unicode>
  <Unicode Tok="tbgrnfrm">One of the greatest, never-ending battles facing Grendarl war planners is a war against hunger.  Historically, their prodigious breeding rate supplied fresh warriors to replace the honored fallen, nearly as fast as they could fall.  In modern times, however, rising fears of an inability to feed all the small, toothy mouths of the younglings has made pastoral homesteading an honorable lifestyle choice for officers not currently on active duty.  By approaching farming with the same ruthless determination as they would a seige, they may just succeed.  \p\p The effectiveness of Yeoman Farming is unique to Grendarl culture, and so cannot be traded or stolen."</Unicode>
  <Unicode Tok="fdantaran">Antaran</Unicode>
  <Unicode Tok="fdartint">Artificial Intelligence</Unicode>
  <Unicode Tok="fdasteng">Astro-Engineering</Unicode>
  <Unicode Tok="fdastphy">Astro-Physics</Unicode>
  <Unicode Tok="fdasttra">Astro-Trade Practices</Unicode>
  <Unicode Tok="fdbioele">Bio-Electronics</Unicode>
  <Unicode Tok="fdbioeng">Bio-Engineering</Unicode>
  <Unicode Tok="fdbiohar">Bio-Harvesting</Unicode>
  <Unicode Tok="fdbioinf">Bio-Informatics</Unicode>
  <Unicode Tok="fdcomsci">Computer Science</Unicode>
  <Unicode Tok="fdconstr">Construction</Unicode>
  <Unicode Tok="fdcrimin">Criminology</Unicode>
  <Unicode Tok="fdculenh">Cultural Enhancement</Unicode>
  <Unicode Tok="fdecomet">Econometrics</Unicode>
  <Unicode Tok="fdeconom">Economics</Unicode>
  <Unicode Tok="fdeducat">Education</Unicode>
  <Unicode Tok="fdelectr">Electronics</Unicode>
  <Unicode Tok="fdenefie">Energy Fields</Unicode>
  <Unicode Tok="fdgamthe">Game Theory</Unicode>
  <Unicode Tok="fdgenomi">Genomics</Unicode>
  <Unicode Tok="fdindaut">Industrial Automation</Unicode>
  <Unicode Tok="fdlaw">Law</Unicode>
  <Unicode Tok="fdmatene">Matter-Energy Conversion</Unicode>
  <Unicode Tok="fdmatsci">Materials Science</Unicode>
  <Unicode Tok="fdmedici">Medicine</Unicode>
  <Unicode Tok="fdmilsci">Military Science</Unicode>
  <Unicode Tok="fdminext">Mineral Extraction</Unicode>
  <Unicode Tok="fdnanmed">Nano-Medicine</Unicode>
  <Unicode Tok="fdnumthe">Number Theory</Unicode>
  <Unicode Tok="fdoptron">Optronics</Unicode>
  <Unicode Tok="fdphilos">Philosophy</Unicode>
  <Unicode Tok="fdphycho">Psychology</Unicode>
  <Unicode Tok="fdplanet">Planetology</Unicode>
  <Unicode Tok="fdpolsci">Political Science</Unicode>
  <Unicode Tok="fdproeng">Process Engineering</Unicode>
  <Unicode Tok="fdpsyhis">Psycho-History</Unicode>
  <Unicode Tok="fdquaele">Quantum Electronics</Unicode>
  <Unicode Tok="fdquamec">Quantum Mechanics</Unicode>
  <Unicode Tok="fdrelphy">Relativistic Physics</Unicode>
  <Unicode Tok="fdrobots">Robotics</Unicode>
  <Unicode Tok="fdsubphy">Subatomic Physics</Unicode>
  <Unicode Tok="fdtemphy">Temporal Physics</Unicode>
  <Unicode Tok="fdthethe">Metatheory</Unicode>
  <Unicode Tok="fdtraele">Transdimensional Electronics</Unicode>
  <Unicode Tok="fdtraphy">Transwarp Physics</Unicode>
  <Unicode Tok="fdxenbio">Xeno-Biology</Unicode>
  <Unicode Tok="fdxenpsy">Xeno-Psychology</Unicode>
  <Unicode Tok="sdarminf">Armor X</Unicode>
  <Unicode Tok="sdarminf">Armor VII</Unicode>
  <Unicode Tok="sdarminf">Armor IV</Unicode>
  <Unicode Tok="sdarminf">Armor II</Unicode>
  <Unicode Tok="sdarminf">Armor I</Unicode>
  <Unicode Tok="sddirfir">Stellar Converter</Unicode>
  <Unicode Tok="sddirfir">Mauler</Unicode>
  <Unicode Tok="sddirfir">Dark Matter Projector</Unicode>
  <Unicode Tok="sddirfir">Tachyon Beam</Unicode>
  <Unicode Tok="sddirfir">Megabolt Cannon</Unicode>
  <Unicode Tok="sddirfir">Disintegration Beam</Unicode>
  <Unicode Tok="sddirfir">Death Ray</Unicode>
  <Unicode Tok="sddirfir">Disruptor Cannon</Unicode>
  <Unicode Tok="sddirfir">Dark Energy Beam</Unicode>
  <Unicode Tok="sddirfir">Lightning Field Generator</Unicode>
  <Unicode Tok="sddirfir">Gauss Cannon</Unicode>
  <Unicode Tok="sddirfir">Plasma Cannon</Unicode>
  <Unicode Tok="sddirfir">Phasor Beam</Unicode>
  <Unicode Tok="sddirfir">Particle Beam</Unicode>
  <Unicode Tok="sddirfir">Ion Pulse Cannon</Unicode>
  <Unicode Tok="sddirfir">Hellfire Cannon</Unicode>
  <Unicode Tok="sddirfir">Graviton Beam</Unicode>
  <Unicode Tok="sddirfir">Rail Gun</Unicode>
  <Unicode Tok="sddirfir">Neutron Blaster</Unicode>
  <Unicode Tok="sddirfir">Hard Beam</Unicode>
  <Unicode Tok="sddirfir">Quark Cannon</Unicode>
  <Unicode Tok="sddirfir">Fusion Cannon</Unicode>
  <Unicode Tok="sddirfir">Mass Driver</Unicode>
  <Unicode Tok="sddirfir">Laser Cannon</Unicode>
  <Unicode Tok="sdenginf">Engine information</Unicode>
  <Unicode Tok="sdftrinf">Fighter Information</Unicode>
  <Unicode Tok="sdmslchs">Missile Chassis</Unicode>
  <Unicode Tok="sdshdinf">Shield Informaton</Unicode>
  <Unicode Tok="schbiosc">Biological Sciences</Unicode>
  <Unicode Tok="scheconb">Economics &amp; Business</Unicode>
  <Unicode Tok="schenerg">Energy</Unicode>
  <Unicode Tok="schmathm">Mathematics &amp; Computers</Unicode>
  <Unicode Tok="schphysc">Physical Sciences</Unicode>
  <Unicode Tok="schsocal">Social Arts &amp; Science</Unicode>
  <Unicode Tok="shipstnd">Ship Component</Unicode>
  <Unicode Tok="taemouni">Emotion Unifiers</Unicode>
  <Unicode Tok="tainheff">Inherent Efficiency</Unicode>
  <Unicode Tok="tbemouni">Emotion Unifiers</Unicode>
  <Unicode Tok="tbinheff">Inherent Efficiency</Unicode>
  <Unicode Tok="tfantaran">Antaran</Unicode>
  <Unicode Tok="tfartint">Artificial Intelligence</Unicode>
  <Unicode Tok="tfasteng">Astro-Engineering</Unicode>
  <Unicode Tok="tfastphy">Astro-Physics</Unicode>
  <Unicode Tok="tfasttra">Astro-Trade Practices</Unicode>
  <Unicode Tok="tfbioele">Bio-Electronics</Unicode>
  <Unicode Tok="tfbioeng">Bio-Engineering</Unicode>
  <Unicode Tok="tfbiohar">Bio-Harvesting</Unicode>
  <Unicode Tok="tfbioinf">Bio-Informatics</Unicode>
  <Unicode Tok="tfcomsci">Computer Science</Unicode>
  <Unicode Tok="tfconstr">Construction</Unicode>
  <Unicode Tok="tfcrimin">Criminology</Unicode>
  <Unicode Tok="tfculenh">Cultural Enhancement</Unicode>
  <Unicode Tok="tfecomet">Econometrics</Unicode>
  <Unicode Tok="tfeconom">Economics</Unicode>
  <Unicode Tok="tfeducat">Education</Unicode>
  <Unicode Tok="tfelectr">Electronics</Unicode>
  <Unicode Tok="tfenefie">Energy Fields</Unicode>
  <Unicode Tok="tfgamthe">Game Theory</Unicode>
  <Unicode Tok="tfgenomi">Genomics</Unicode>
  <Unicode Tok="tfindaut">Industrial Automation</Unicode>
  <Unicode Tok="tflaw">Law</Unicode>
  <Unicode Tok="tfmatene">Matter-Energy Conversion</Unicode>
  <Unicode Tok="tfmatsci">Materials Science</Unicode>
  <Unicode Tok="tfmedici">Medicine</Unicode>
  <Unicode Tok="tfmilsci">Military Science</Unicode>
  <Unicode Tok="tfminext">Mineral Extraction</Unicode>
  <Unicode Tok="tfnanmed">Nano-Medicine</Unicode>
  <Unicode Tok="tfnumthe">Number Theory</Unicode>
  <Unicode Tok="tfoptron">Optronics</Unicode>
  <Unicode Tok="tfphilos">Philosophy</Unicode>
  <Unicode Tok="tfphycho">Psychology</Unicode>
  <Unicode Tok="tfplanet">Planetology</Unicode>
  <Unicode Tok="tfpolsci">Political Science</Unicode>
  <Unicode Tok="tfproeng">Process Engineering</Unicode>
  <Unicode Tok="tfpsyhis">Psycho-History</Unicode>
  <Unicode Tok="tfquaele">Quantum Electronics</Unicode>
  <Unicode Tok="tfquamec">Quantum Mechanics</Unicode>
  <Unicode Tok="tfrelphy">Relativistic Physics</Unicode>
  <Unicode Tok="tfrobots">Robotics</Unicode>
  <Unicode Tok="tfsubphy">Subatomic Physics</Unicode>
  <Unicode Tok="tftemphy">Temporal Physics</Unicode>
  <Unicode Tok="tfthethe">Metatheory</Unicode>
  <Unicode Tok="tftraele">Transdimensional Electronics</Unicode>
  <Unicode Tok="tftraphy">Transwarp Physics</Unicode>
  <Unicode Tok="tfxenbio">Xeno-Biology</Unicode>
  <Unicode Tok="tfxenpsy">Xeno-Psychology</Unicode>
  <Unicode Tok="tamerito">Meritocratic Incentives</Unicode>
  <Unicode Tok="tashpyrd">Planetary ShipYard</Unicode>
  <Unicode Tok="tastrint">Structured Interviewing</Unicode>
  <Unicode Tok="tbmerito">Meritocratic Incentives</Unicode>
  <Unicode Tok="tbshpyrd">ShipYard</Unicode>
  <Unicode Tok="tbstrint">Structured Interviewing</Unicode>
</StringTables>